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Eve online system cost index6/1/2023 NPC stations have an additional tax of 10% of the install cost, but that's almost negligible if you pick the right system. A single Dominix battleship built in Jita will cost almost 14 million ISK to install, while the same ship built in a relatively empty lowsec system will cost under a million ISK. The variation in install price is so huge that setting up shop in an underused system can mean the difference between making a sizeable profit or a nasty financial loss. ![]() The more manufacturing that happens in a star system, the higher the system's manufacturing index will be and the more it will cost you to build there. Investing the time to research your blueprint's Material Efficiency level to 10 will decrease build cost by 10%, and you can shave about another 2-5% off by hiring an NPC Team with the relevant bonuses.Ī significant part of the cost of manufacturing now lies in the job install cost, which varies depending on a system-wide cost index. Trade skills like Accounting and Broker Relations will decrease the cost of buying your materials, and setting up buy orders for materials can further help to keep build costs down. In his recent foray into the newly revamped industry system, blogger Mat Westhorpe described the experience as " bankruptcy in a thousand tiny slices" and "a bottomless pit of hidden charges." As Mat discovered, making profit in industry today relies on shaving as much off the various fees and charges as possible. The new interface makes it very easy to test the waters and get a feel for industry, but players aiming to make a consistent profit will still need to break out a calculator or spreadsheet. My only gripe is that the material costs are estimates that don't update frequently and so don't always match up with the actual prices in Jita. A full breakdown of the costs involved makes it very easy to determine if there's profit in something, which should help stop new players from building items at a financial loss without realising it. Every element is accompanied by tooltips that explain what everything means and shows relevant skill levels and estimated prices of items. In the case of items that are made from components, you can even click on each component to see what it's made from and what blueprint is required.ĮVE Online has well and truly earned its reputation as the world's largest online spreadsheet, but the new industry interface is a massive step forward from that. You can modify the number of production runs you want to install and see the effect on the materials required, job install cost, and production time in realtime. ![]() You can take any blueprint in the game, plug it into the Industry interface, and immediately discover what you can do with it, what materials it will require, and how much it'll cost to do it. One of the main goals of the revamp was to make industry a lot easier to figure out by placing all the information needed for any type of science and industry job on a single user interface. In this edition of EVE Evolved, I consider whether the industry revamp has been successful, how easy it is to make a profit in the new system, and whether it's worth setting up your own industrial starbase. So what's the verdict? Has the industry revamp worked? ![]() It's now been almost two months since the industry revamp went live, and while the market for many items is still going to take several months to fully stabilise, the dust has finally begun to settle. All of the relevant information for using a blueprint was packed into a slick new combined Industry UI, allowing new players to find the info they're looking for in-game rather than through websites or opening dozens of item info windows. The recent industry revamp attempted to solve this problem with a full user interface overhaul and a revamp of material costs and manufacturing prices. Today's industrialists have to contend with hundreds of different items that are often arranged in sprawling component manufacturing chains, which can make it hard to figure out exactly how to make a profit. Over the years, more complexity has slowly been added to industry via features like Starbases, Salvaging, Capital Ships, Tech 2 Invention, Planetary Interaction and Tech 3 Reverse Engineering. With only a handful of tech 1 ships and modules available to build and everything made out of the same basic minerals, science and industry were pretty easy for new players to figure out. When I was first introduced to EVE Online back in 2004, a big part of the attraction for me was the promise of a huge player-run economy in which the only real laws were those of supply and demand.
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