Given the shakeup coming with the tiericide effort, Armor tanking, and the sweeping changes coming this summer, I feel comfortable disclosing performance numbers for production and trade involving popular Battlecruisers hulls.
The Drake and Hurricane market has been and continues to be a very competitive market. I contribute this to a few factors.
First there are many industrial people that will not consider the time it takes for them to mine minerals; remember that time is money and the hours that you spend slaving away staring at a rock for a few million an hour could be better spent doing more lucrative activities. Note that this point is not isolated to these hulls and is a common error in production logic for new industrialists.
The PVP and PVE proficiency of the Drake makes it a very popular ship. There will always be a large draw for industry people to focus on this hull, making for high competition.
Lastly, given the time that these two ships have been in the game, many industrialists have these BPOs researched to high levels and have had them for many years.
My production and trade focus shifted off of the Drake and Hurricane when the Tier 3 Battlecruisers were introduced as I saw a high demand for them in the PVP arena.
As you can see the trading performance below, they have proven to be far more profitable on average than their older counterparts.
Make Naga, Oracle, Talos, and Tornado hulls not Drake and Hurricane ones.
Another year of growth and transitions into larger projects.
Module, gun, ship construction and trading proceeded as it did the previous year. With reliable income from trading, we expanded our operation into heavy construction by adding a Carrier construction wing to our operation.
From these numbers we can see that our operation is facing more competition as margins were slightly lower than the previous year. To overcome this, we migrated our inventory to higher per-sale profit items. The drastic change in quantity can be explained by dropping Ammo as a common trade item.
This overview shows the benefits of spreading your trade load between high ticket, low volume items and more volume centered low price items.
Q1 and Q2 saw renewed vigor into trading as I started to invest more time into logistics and product research.
Q3, July especially, was a record breaking time as I took any liquidity and moved it back into assets. This also marked our shift into high ticket items. Additionally, at this point in the year my trading partner and I had a lot of time to devote to our operation.
September into October is a busy time for me personally. I took a long vacation October and was away from Eve for a few weeks. Everyone needs a break and our performance numbers directly show this.
Procurer speculation with the Inferno Patch.
Outsourcing some Highsec logistics with Red Frog Freight during busy periods.
Expanded trading into High Meta items.
Expanded construction and sales into Carrier hulls.
Invested 133 days of training into Racial Cruiser Construction V and Jury Rigging V to enable Tech 3 hull and subsystem production in the coming year.
Though there are profits in invention, I found the process of gathering materials, inventing a BPC, putting the component parts together to be uninspired; I had no real focus this year with invention. Most of the time I spent in this area was spent making Drones and increasing my stock of -1/-1 Anshar prints for a rainy day.
My two invention characters have 4-4-4 skills. I have found the training return of getting 5-4-4 or even 5-5-5 skills to marginally increase profits. Since the train time to get a Science skill to 5 is around 20 days, I have not felt the need to sink time into polishing off the skills.
I did keep a database record in order to produced the below summary of my invention statistics The overall success average came out to be 48.2%, which falls in line with any invention guide.
With the addition of Faction, Deadspace, and Officer modules to the market, I saw several trading opportunities throughout the year to work with these items. I had little to no interest in using the tedious contract system to trade these items so when they were added to the general market, I rejoiced.
Here is a summary of the performance of items by Meta levels. Faction and Deadspace items traded well and brought consistent high profits.
Escalation Barge Teiricide
With the changes to mining barges in the Escalation patch, my partner and I mainly targeted the Procurer hull as its build requirements changed the most with the patch. We speculated that the new barges would cost more post-patch so we build a large stock before patch day.
We ended up selling 288 units for a profit of 2.48 B. We put a smaller amount of effort into Retriever hulls and managed to build and sell 44 for a profit of 431 M.
Fear the Sabre
I had limited success with trading other racial Interdictors. The Sabre is the champion of them all and hopefully we see some further balancing to these hulls in upcoming patches.
Alpha Maelstrom to Rail Rokh
This year we saw the popularity of the Alpha Maelstrom as a viable Nullsec fleet composition fade away in favor of the Rail Rokh. I was slow to react to this change and by the time I got my Rohk BPO researched to an acceptable level, the switch to the new doctrine was already underway.
Rigs and Guns
The core rig types (Trimark, CCC, and Field Extender) continued to be a solid performer. If you sell a ship in an area, you should also sell related rigs to popular fits. Let this be a lesson in item cross-selling for anyone building, stocking, and selling ship hulls.
The core gun types seen below also provided some income over the year.
GoonSwarm Shrugged, I Smiled
During the GoonSwarm Ice Interdiction, I speculated on POS fuel and turned a profit. I made 648 M doing some passive trading in Jita on Oxygen Isotopes. In addition, people started to panic and predict that other Isotopes were going to be affected also. I made some early buys on Nitrogen and then sold them off at the height of their price level.
I have focused on and found a number of High Meta items that have proven to be very profitable. I’ve blanked out the names of them because I don’t yet want to disclose the item types at this point in time.
As expected implants were a high performer.
High volume modules provide a small source of income as working with these items means you are in a competitive and often saturated market.
The new Drone Damage Amplifier modules sold very well, but I had poor success with the Reactive Armor Hardener.
I have continued to have limited success with ammo. I have found the velocity of trading to be very slow which I think is due to the nature of ammo production and consumption.
Since ammo jobs are batch based (meaning that when someone runs a production job they are producing a large bath of ammo rather than a single unit), production has periods of high volume. Additionally when someone buys ammo, that person tends to buy a large stock and slowly work though the pile.
I keep stocking ammo with the intention that it will move, but I always am unimpressed by the numbers.
Tier 3 Battlecruisers
The popularity of the Tier 3 BCs remains high as I was able to make a profit on every racial type of them. Surprisingly the Oracle and Talos have been outselling the Tornado.
The Cerberus has remained a poor performer with no production or trading opportunities arsing this year. The Ishtar remains a strong seller as a preferred AFK mission ship while the Vagabond holds up the PVP end of the HAC spectrum. I fully agree with Kirith Kodachi’s recent comments on the upcoming rebalance initiative that will eventually hit HACs.
Tech 2 Logistics Falling From Grace
With the recent rebalance of Tech 1 logistics, I expect my production and trade of Tech 2 logistics ships to decline. As Jester pointed out, the proficiency of the Tech 1 variant can cheaply replicate the Tech 2 variant.
Champion CREST API changes and development with the community to enable 3rd party tools to flourish.
Pressure the CSM for industry and mining changes.
Though the Carrier project is new, it is proving to be profitable so we expect the expand the operation. We are going to look into Dreadnought production in addition to carriers.
Build from stockpile of Tech 3 hulls and subsystem BPCs.
Build backlog of invented Anashar BPCs.
New items in game, especially ships, produce a huge market opportunity if you can stage and plan out your production properly. Here are some pointers on how to make a lot of ISK.
1. Get on the test server as soon as possible to lookup the BPO requirements. This workup on the unresearched BPO shows that the build cost is about 43.6 M per Tornado.
2. Stockpile minerals in a location close to Jita that has open Manufacturing slots.
3. Before the expansion comes out, have a freighter or Shuttle character in a NPC station where the BPO will be seeded.
4. After the expansion has been deployed and you are back in the game, buy the BPOs and burn to your production system.
5. Build a few BCs with the unresearched BPOs and get the ships to market. Here is a screenshot of the Tornado market about 6 hours after they were seeded on the market.
Despite the markup, they were moving. People were making a 170M+ profit on each Tornado because the demand was so high.
6. After the market has become competitive, place your BPOs in research and start the ME grind in order to stay competitive.
Following the trend of EVE-fail, I am going to continue releasing monthly financial reports.
November saw a resurgence of trading as the anticipation of Crucible brought me back into the game. With all the PI changes, there were ample opportunities to turn a profit. The change over to Player Owned Offices meant a tax barrier and therefore an increase to PI goods. Now that PI goods are involved in many production chains (POS’es, POS modules, T2 components), there has been an increase across the board.
New to the net value charts is the inclusion of Corp assets as I have taken the CEO role and put a lot of ISK into our ventures.
Here is a sneak-peak at my top trading groups. As you can see Implants far outweigh the other items. When a person goes to replace their implants, you are not only selling 1 implant, but 4 or maybe 5, as people will replace the entire set.
I have not tested the market with Skill Hardwiring implants but now that they are visible on killmails, I may have to parse what ones are popular. Expansions always bring new trading opportunities, you just have to look for them. I might write something to scrape killmails and give me a report on what are the top 10 by volume per month.
There was a large growth in November compared to October due to a renewed effort into trading. I expect that December will be a good month as the introduction of the new Tier 3 Battlecruisers opens up many avenues. They are going to be popular and will die quickly.