EVE Invention Guide

Publicado: 08/06/2010 em Tutoriais
Tags:, , , , , , , , , ,

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  • The BasicsIf you have no idea how any of this works, start here.
  • Graphical GuidePicture by picture guide on how to start an invention job. – Very out of date, update when I get the time.
  • Advanced topicsMore advanced information that is nonetheless useful
  • DecryptorsList of decryptors that affect invention jobs.
  • SkillsWhat skills you need and how the ones you have affect the jobs
Originally written by Ittey, donations more than welcome.

Invention Guide

Invention is the new system that came with Kali 1.5 which now allows every day people to produce tech 2 goods. Well, almost. It takes numerous specialized skills and expensive items to build. It takes a significant (by most player’s standards) investment to undertake, but the potential profit makes it worth at least looking at.

The skills that you need fall in the science category. The invention specific skills are as follows (as well as the requirements).

  • Electronics II
  • Engineering II
  • Electronics Upgrades V
  • Science V
  • Hacking II
  • Racial Encryption Methods

The racial encryption skills are named obviously, Caldari Encryption Methods etc. The only problem is at current these skills are 75-250 mil apiece and you need all four if you want to keep your options open. These are just the skills for invention; you also need the skills for manufacturing of the tech 2 good if you want to build it yourself. Those are listed under the manufacturing tab on the blueprint

Unfortunately these are not the only skills you need. In addition specialized science skills are required. For this guide the Ballistic Control System I will be used throughout. This require the skills Electronic Engineering and Mechanical Engineering, not a coincidence that these are the same types as the datacores needed.

I should mention at this point that the higher the skills related to the invention the better your chances at a successful job. How much better is a guess, but getting the skills to 4 is probably a good idea before you start blasting away. Note this includes the science skills that the datacores need. See here for a more in depth look at skills needed. When in doubt, check your blueprint for what it needs, the datacores each have a corresponding skill they require.

The first major item you need is an interface. There are three of each for each race, meaning twelve total. One type handles ship equipment, one is for ships themselves and the last is for rigs. You only need one of each type maximum, they last an infinite number of runs and can be used in all simultaneous jobs. Prices range from 25-300 mil depending.

Race: Amarr

Name Used on
Occult Ship Data Interface Ships
Occult Data Interface Ship Equipment
Occult Tuner Data Card Rigs

Race: Caldari

Name Used on
Esoteric Ship Data Interface Ships
Esoteric Data Interface Ship Equipment
Esoteric Tuner Data Interface Rigs

Race: Gallente

Name Used on
Incognito Data Interface Ships
Incognito Data Interface Ship Equipment
Inognito Tuner Data Interface Rigs

Race: Minmatar

Name Used on
Cryptic Ship Data Interface Ships
Cryptic Data Interface Ship Equipment
Cryptic Tuner Data Interface Rigs

Once you have the skills and the interface you need a bpc of the tech 1 good you want to invent. If the blueprint does not have an invention tab, like ammo at the moment, then you can’t invent it. Also while you can invent tech 2 warp core stabilizers they are impossible to build so I would recommend against using your datacores in this manner.

A blueprint copy is a limited run version of a blueprint and you can’t research them to improve the stats. For invention the only stat that matters is how many runs a bpc is. The material and production efficiency of the tech 1 bpc have NO effect on the final invented blueprint. The number of runs however does, so use max run bpc’s for invention. This can be determined by looking at the production limit on the tech 1 bpc.

Each invention job will require two different datacores; the number of each will be different depending on the job. Some items only take 1 of each all the way up to tech 2 battlecruisers at 16 each. Ship equipment is between 1 and 3. Here is a list of all datacores that are in game. The related skill should be fairly obvious, i.e. Quantum Physics for Datacore – Quantum Physics and the like.

  • Datacore – Amarrian Starship Engineering
  • Datacore – Caldari Starship Engineering
  • Datacore – Electromagnetic Physics
  • Datacore – Electronic Engineering
  • Datacore – Gallentean Starship Engineering
  • Datacore – Graviton Physics
  • Datacore – High Energy Physics
  • Datacore – Hydromagnetic Physics
  • Datacore – Laser Physics
  • Datacore – Mechanical Engineering
  • Datacore – Minmatar Starship Engineering
  • Datacore – Molecular Engineering
  • Datacore – Nanite Engineering
  • Datacore – Nuclear Physics
  • Datacore – Plasma Physics
  • Datacore – Quantum Physics
  • Datacore – Rocket Science

The first step after learning all the skills is to get a blueprint copy of the tech 1 version of the good you want to invent. The higher the run count the better. For all my jobs on ship equipment 300 is the norm. Then you check the invention tab on the bpc to get what datacores you need, which is under the material tab.

Now is the time to think of any optional components you may want to use. See the advanced page for more details on how they can affect the job. After you have all the stuff gathered it is time to start the job.

Starting the job is just like starting any other build job except for a few extra fields. The fields on the invention tab are as follows.

  • Installation – Which queue you install the job in. Doesn’t really matter which one, just choose an open one.
  • Blueprint – What blueprint you are using. This should be fairly obvious.
  • Input/Output – Where to get parts from for the job (blueprint must be in the same location I believe) and where to put the tech 2 bpc if the job succeeds.
  • Base Item (optional) – Tech 1 item that can boost the odds of success. See here for more info.
  • Decryptor (optional) – Decryptor that can affect quality of blueprint and/or success rate. See here for more info.

It is worth mentioning that in the cases where multiple tech 2 items exist, such as ships, then you will have another selection which allows you to choose which ship you want to invent.

As an example we will use the Ballistic Control System I, pictoral guide now available here.

  1. Create a 1000 run blueprint copy off of a Ballistic Control System I blueprint original.
  2. Read the invention tab off of the blueprint. Required items: Esoteric Data Interface, 2 Datacore – Electronic Engineering, 2 Datacore – Mechanical Engineering.
  3. Either get the datacores from a R&D agent or purchase them off the market.
  4. Bring up the invention job and choose a queue to use. Choose the input/output and blueprint. Add any optional items that you feel might help. I added a Ballistic Control System I, because it is pretty much always worth it to add at least the tech 1 item. No decryptor was used.
  5. Start the job and wait.
  6. After the job finishes and you complete it you get a message. There are several messages but the one you are looking for is research successful. This message tells you the stats of your new tech 2 bpc. Congratulations, you can now join the ranks of tech 2 manufacturing!

Tech 2 building is exactly the same as tech 1, except it requires more skills, a copy of the tech 1 good it is based on and R.A.M. modules. That is beyond the scope of this guide at the moment. Optional components are now covered in the advanced guide here.

This is a pictoral step by step how-to to creating an invention job. Not very impressive if you have ever done a build/research job but still worth a look.

Step 1

The first step is to get a blueprint original. Once again, the Ballistic Control System I is used throughout

Step 1

Step 2

Then you need a blueprint copy made to do the actual invention.

Step 2

Step 3

This is the blueprint copy page, press ok to be brought a page that confirms the build cost. Ok that and then wait for the copy to be made. In empire it can be a week or more for an open slot to apear. Note the run count at 1000, the maximum. This will affect how many of the tech 2 item we can build later on.

Step 3

Step 4

Luckily for us I already had a blueprint copy made up. You may note the ME and PE are very unbalanced. Good thing it doesn’t actually hurt us in any way. The 300 runs on the other hand is sub-optimal. Oh well.

Step 4

Step 5

Go to the Bill of Materials tab, then the invention sub tab to get a list of what you need to start the job. For some reason it doesn’t list the skills here, or on any of the interfaces. I attribute this to oversight by the devs and is one of the main reasons people getting started inventing get blindsided when their jobs won’t start. We need two of each the Electronic Engineering and Mechanical Engineering datacores as well as a Esoteric Data Interface.

Step 5

Step 6

Once all those items, plus the optional ones you wish to use, are in the same place you can begin the invention job. Note that as far as I know the blueprint copy (bpc) must be in the same hangar as the parts being used. Not a big deal for individuals, but for corp jobs this may be a problem.

Step 6

Step 7

Choose a location/slot to install the job, just like any other one. I blocked out the location so this isn’t exactly what it looks like in game.

Step 7

Step 8

Once you choose a slot the other required fields are filled out, at least if you got to the menu via right-click like I did here. Here an optional item is being chosen; although it is just the tech 1 version it is much better than nothing. This item will be destroyed no matter how the job turns out and only tech 1 named may be used; no tech 2, officer or factional.

Step 8

Step 9

Then a decryptor is chosen. The drop down menu is much more impressive if you have lots of decryptors, honest it is.

Step 9

Step 10

Once you press ok to get the confirmation window. This shows you what items are being used, how much the job will cost, how long it will take and what skills are required. Press accept quote and wait for the job to finish. The items will then all be pulled out of your hangar for the job, except for the interface. Those stay in the hangar so you can use them for multiply simultaneous jobs, good thing too considering their cost. Then you will either have a nice bpc for a tech 2 item or just a happy message saying the job failed.

Step 10

Advanced Invention Topics

There are three main items that can be used to affect your invention jobs to varying degrees. This is where those are covered. Items can be used to boost the chance of success; decryptors and blueprint copies are what determine how good your tech 2 blueprint copy comes out.

The quality of the item used affects how much it adds to the job. The higher the meta level of the item the better the chance it adds. Tech 2 goods have a meta level of 5 and factional/officer’s meta level is 5+. Since the meta level is above the meta level of what you are inventing (5 for tech 2 goods) they cannot be used. No matter how the job turns out this item is destroyed, so make sure it is worth it. How much this adds to the chance of success is still being determined and is currently unknown and subject to change. For an example of meta levels lets look at the Ballistic Control System I. You may notice how the quality of the item when placed in order of quality, better bonus’s being better, they line up with their meta levels. Some parts may not sync up with this, but I doubt it is intentional. Update: Meta level is now listed in the blueprint creatively in the field called ‘Meta Level’

Item Meta Level
Ballistic Control System I 0
Cross Linked Bolt Array I 1
Muon Coil Bolt Array I 2
Multiphasic Bolt Array I 3
‘Pandemonium’ I Ballistic Enhancement 4
Ballistic Control System II – Cannot be used on invention jobs! 5

Items that only have a few versions, like shield hardeners still start their meta level at one and count up to the highest item. Ships have only one version so they always have a meta level of one. But one is better than zero.

Decryptors are one time use items that modify the stats of invented blueprints in certain ways. They vary greatly in cost, some being only a few hundred thousand, others upwards of 300 million. They affect four stats: the chance of a successful invention, the final material efficiency (ME), the final production efficiency (PE) and the number of runs you can get from the end result. The base ME and PE of any invention job is -4, the following show the modification to that number. So a job done with the War Strategon will come out with ME: -7 PE: -2.

The chance is the only thing that is different from any other bpc. It is exactly like it sounds, the higher the better. The best a decryptor can do is add 30%; the worst is make it 60% less likely. Once again, these are destroyed no matter the outcome of the job. The following is a chart the decryptors in game. Note they are located under the respective pirate faction on the market place: Amarr is Bloodraider, Caldari is Gurista, Gallente is Serpentis and Minmatar is Angel. Please note that these may change as the devs tweak things, I will do my best to keep this table accurate however.

Updated for Trinity with help from Aykido


Name Chance ME PE Runs
War Strategon 1.8 -1 2 4
Classic Doctrine 1.2 2 5 1
Formation Layout 1.1 3 3 0
Sacred Manifesto 1.0 1 4 2
Circular Logic 0.6 -2 1 9


Name Chance ME PE Runs
Installation Guide 1.8 -1 2 4
Prototype Diagram 1.2 2 5 1
Tuning Instructions 1.1 3 3 0
User Manual 1.0 1 4 2
Alignment Chart 0.6 -2 1 9


Name Chance ME PE Runs
Stolen Formulas 1.8 -1 2 4
Test Reports 1.2 2 5 1
Collision Measurements 1.1 3 3 0
Engagement Plan 1.0 1 4 2
Symbiotic Figures 0.6 -2 1 9


Name Chance ME PE Runs
Assembly Instructions 1.8 -1 2 4
Advanced Theories 1.2 2 5 1
Calibration Data 1.1 3 3 0
Operation Handbook 1.0 1 4 2
Circuitry Schematics 0.6 -2 1 9

The final stats of the invented blueprint are determined in the following ways. Note the ME and PE are not in any way, shape or form related to what the original tech 1 bpc had. Final number of runs is affected only by the number of runs that the original bpc had and the decryptor bonus. At this point there is no randomness involved; if you perform multiple jobs with identical parts the results will always turn out the same, at least if they all succeed. Although hints from CCP indicate this may not always be the case. Thanks to Qual for posting these formulas.

ME = -4 + Decryptor bonus
PE = -4 + Decryptor bonus
The final number of runs formula is a doozy compared to the others, so I will explain.
Runs = max( 1; Round.Down( ( ( ActualRunsInputBPC / MaxRunsInputBPC ) * MaxRunsOutputBPC ) + DecryptorBonusRuns))

  • ActualRunsInputBPC: The number of runs that are on the bpc to be invented on.
  • MaxRunsInputBPC: The maximum number of runs for the blueprint type (see following table).
  • Now the ‘Production Limit’ on the blueprint. Table is still a good general guide.
  • MaxRunsOutputBPC: 1 for ships, 10 for modules, drones and ammo.
  • DecryptorBonusRuns: Just what it says, the bonus you get from the decryptor used.

max(…) means take the largest value of those and use that. So it will either use 1 or whatever the result of the Round.Down(…) formula returns. This is a bit nasty, so lets use an example to demonstrate. If you hadn’t guessed it, the Ballistics Control System 1 will be used. The bpc is a 1000 run (max for this part) with ME and PE at 0 (not like it matters). We are also using an Installation Guide decryptor.

ME = -4 + -3 = -7 PE = -4 + 2 = -2 Runs = max( 1; Round.Down( ( 1000 / 10 ) * 1000 ) + 4)
= max( 1; Round.Down( 10 ) + 4)
= max( 1; 10 + 4 )
= max( 1; 14 )
= 14

So we get a bpc with the following stats ME: -7, PE: -2 and 14 runs, not too bad. Ok compared to normal building the stats are terrible, but that can’t be helped. At least we can make 14 of them.

The following is the max number of runs that a bpc can hold currently. I copied this from the forums so it may or may not be 100% accurate. When making your own bpc’s for invention always make sure to max the number of runs with the 999999… trick. Trick no longer needed, just build the ‘Production Limit’ for max runs.

Blueprint type Max runs
Frigates 30
Destroyers 20
Cruisers 15
Industrials 15
Battlecruisers 15
Battleships 10
Mining barges 10
Rigs 1000
Light missiles 500
Heavy missiles 750
Ammo 1500
Charges 1500
Probes 1000
Most modules 300
Some modules 1000
Cloaks, etc 100

This is how a negative stat on a blueprint affects your production time. You take your base speed and multiply it the constant. So if an item takes 2 hours to build with PE of 0 (what it lists normally) and the actual PE is -4 it now takes 3 hours per item you build.

PE Multiply base speed by
0 1.1
-1 1.2
-2 1.3
-3 1.4
-4 1.5
-5 1.6
-6 1.7
-7 1.8
-8 1.9

Wastage is how much minerals are wasted (duh). The more wastage the more it will cost you. 70% wastage means that instead of 100 tritanum you use 170 units, trit is just an example it works the same for all build materials needed. The formula for wastage on negative ME apears to be the following (blame Qual if this is wrong :P):

Waste = (-ME + 1)/10

The following table lists the ME, wastage and the constant to multiply the base mineral use by

ME Wastage Constant
0 0.1 1.1
-1 0.2 1.2
-2 0.3 1.3
-3 0.4 1.4
-4 0.5 1.5
-5 0.6 1.6
-6 0.7 1.7
-7 0.8 1.8
-8 0.9 1.9

So you know all about invention now, have run enough jobs to be comfortable with it and are looking for a way to reduce overhead. Then you start to wonder how all these other people get datacores. Look no further, the answers are here. Most of this info is taken from Jai Centarium’s guide on the forums here (not IGB safe) so kudos to him for that.

Datacores, in short, are gotten by purchasing them from research agents, a specific type of agent. They have special standing requirements as well so we best take a look. To use a research agent you must meet all the regular requirements for a generic agent of their level, as well as have your corp or personal standing no more than 2.0 less than the requirement. An example will explain this better than words I think.

Example 1: High corp and high personal standing:

  • Agent Level 4, Quality 0.
  • Your corp standing: 7
  • Your personal standing: 8.5
  • Can use agent: Yes (Need standing of 6)

Example 2: High corp and low personal standing:

  • Agent Level 4, Quality 0.
  • Your corp standing: 7
  • Your personal standing: 3
  • Can use agent: No (3 is less than the required level (6) – 2.0 )

There are two other possibilities but these are the most likely. In the previous example you would need to get your personal standing to 4 or more to use the research agent.

In addition to having more stringent standing requirements than regular agents, they also require skills. Luckily for you these just so happen to be the same science skills you need for invention (not the Encryption skills). The quality of the agent and what fields they can research affect these, so your best bet is to check the info on the agent you want to use and make sure your skills are up to snuff. Also you are limited to one (1) research agent at a time doing work for you, unless you train the skill ‘Research Project Management’ which gives you an additional agent per level, to a max of 6. The skill tags in at 40 mil, so it is up to you to determine if it is worth it or not. (Much like everything in Eve or rl for that matter)

So now you have found a research agent and have the standing to use them, now what? You talk to them silly. You choose the field of research that you want to go into, most agents have 3 different ones, and start research. Then you wait. And wait some more. Your earn research points, more commonly called RP, at a given rate. How fast you ask? Well here is the formula.

RpPerDay = ((AgentSkill + YourSkill)^2 * (1 + (EffectiveQuality / 100))) * AreaBonus

  • RpPerDay: How many research points you get in 24 hours.
  • AgentSkill: The agents level (Range from 0 to 4, not sure if there are level 5 research agents)
  • YourSkill: The level you have the required science skill trained to for this agent/field (ex. Graviton Physics)
  • EffectiveQuality: The quality of the agent (Range from -20 to 20). Note: this is after your skills are added, so it is possible to get above 20.
  • AreaBonus: Depends on the research field. Most fields have a modifier of 1, weapon related research is 2, and ship research is 3.

Let’s look at an example:

  • AgentLevel = 3
  • YourSkill = 4
  • EffectiveQuality = 5
  • AreaBonus = 1

RpPerDay = ( ( AgentLevel + YourSkill )^2 * ( 1 + ( EffectiveQuality / 100 ) ) ) * AreaBonus
= (( 3 + 4 )^2 * ( 1 + ( 5 / 100 ) ) ) * 1
= ( 7^2 * ( 1 + 0.05 ) ) * 1
= ( 49 * 1.05 ) * 1
RpPerDay = 51.45

That’s all very well and good you say, but I still don’t know how to get datacores. Well it is simple, after all this anyway, you buy them from your agent. The cost is 50 RP multiplied by the same Area Bonus that you used to figure out how many RP you were getting. That’s right, when buying datacores the Area Bonus affects nothing whatsoever. If you don’t believe me look at this simple math:
(3*n)/(150) = (3*n)(3*50) = (3/3)*(n/50) = n/50
Why CCP decided to waste precious server time on unneccesary math is beyond me, guess they like bigger numbers for more important sounding things.

If you are thinking that can’t be all there is to getting datacores you are wrong. Sort of. There are tricks to increasing the number of RP you get per day. Trick 1: Your agent will sometimes hit a “snag”. This isn’t nearly as bad as it seems, it is really just a mission. If you do the mission you double the number of RP you get for that day. Sometimes they are bugged and you never get the email until you talk to the agent in person. Trick 2: Train social skills. Negotiation boosts EffectiveQuality by quite a bit so very worth it if you are serious. Connections helps as well, but it is more useful fo getting to newer and better agents.

One more thing, make sure you cash out all your RP into datacores before you quit research with an agent. If you don’t all your RP are gone FOREVER! That would suck, so make sure it doesn’t happen to you. Once you have a good agent (or agents) just sit back and watch the RP roll in. Go by every so often to do the missions and collect datacores. Try and pick a good agent because you will likely be working with them for a while


Updated for Trinity with help from Aykido


Name Chance ME PE Runs
War Strategon 1.8 -1 2 4
Classic Doctrine 1.2 2 5 1
Formation Layout 1.1 3 3 0
Sacred Manifesto 1.0 1 4 2
Circular Logic 0.6 -2 1 9


Name Chance ME PE Runs
Installation Guide 1.8 -1 2 4
Prototype Diagram 1.2 2 5 1
Tuning Instructions 1.1 3 3 0
User Manual 1.0 1 4 2
Alignment Chart 0.6 -2 1 9


Name Chance ME PE Runs
Stolen Formulas 1.8 -1 2 4
Test Reports 1.2 2 5 1
Collision Measurements 1.1 3 3 0
Engagement Plan 1.0 1 4 2
Symbiotic Figures 0.6 -2 1 9


Name Chance ME PE Runs
Assembly Instructions 1.8 -1 2 4
Advanced Theories 1.2 2 5 1
Calibration Data 1.1 3 3 0
Operation Handbook 1.0 1 4 2
Circuitry Schematics 0.6 -2 1 9

Invention Guide – Skills page

Since this is the area I get the most questions on by far it seems a good idea to talk about what skills you need to be a successful inventor.

The basic minimum skills to invent are as follows. Rank just means what level you have a skill at i.e. anywhere between 0 and 5. The level of these skills does not affect the chances of success in any way.

Name Rank
Electronics 2
Engineering 2
Electronics Upgrades 5
Science 5
Hacking 2

In addition to this you need a racial encryption skill. There is one for each race and they are pricey, 150-250 mil per. The names of the interfaces and skill are related to the races in the following way, meaning that is the race needed. For Amarr you need the Occult interface etc. You only need the skill and interface for the race you are inventing on, no need to go buy them all if you are just making one races items.

Race Interface name
Amarr Occult
Caldari Esoteric
Gallente Inognito
Minmatar Cryptic

The names of the invention skills are fairly obvious. Because I like tables so much we will list them here and what race stuff you can invent using it. This skill level is very important and directly affects your chance at success, 4 is a good place to start before you really get going on jobs. Again you only need the skills listed by the blueprints, if it takes the Occult Data Interface then you need Amarr Encryption Methods etc.

Race Skill name
Amarr Amarr Encryption Methods
Caldari Caldari Encryption Methods
Gallente Gallente Encryption Methods
Minmatar Minmatar Encryption Methods

There are lots of skills that affect your chance of a successful invention job on top of just the racial encryption skills, and lucky for you we are now going to cover them here. These skills are needed to runs jobs and affect the outcome odds. I recommend getting the ones you use to 4 quickly and 5 can’t hurt. With the exception of four skills they are all in the science category, the Starship Engineering ones being in the mechanic group.All skills are now in the science category, way to go CCP breaking my guide. To figure out which skills you need check the invention page on the bpc you are inventing on. All the datacores are tied to a single skill, listed in the following table. Remember only get the ones you need but get them to 4 at least.

Skill Datacore
Amarranian Starship Engineering Datacore – Amarrian Starship Engineering
Caldari Starship Engineering Datacore – Caldari Starship Engineering
Electromagnetic Physics Datacore – Electromagnetic Physics
Electronic Engineering Datacore – Electronic Engineering
Gallentean Starship Engineering Datacore – Gallentean Starship Engineering
Graviton Physics Datacore – Graviton Physics
High Energy Physics Datacore – High Energy Physics
Hydromagnetic Physics Datacore – Hydromagnetic Physics
Laser Physics Datacore – Laser Physics
Mechanical Engineering Datacore – Mechanical Engineering
Minmatar Starship Engineering Datacore – Minmatar Starship Engineering
Molecular Engineering Datacore – Molecular Engineering
Nanite Engineering Datacore – Nanite Engineering
Nuclear Physics Datacore – Nuclear Physics
Plasma Physics Datacore – Plasma Physics
Quantum Physics Datacore – Quantum Physics
Rocket Science Datacore – Rocket Science

Hopefully you have figured out the naming convention by now. Coincidentally the skills which are needed to use the datacores are the exact same ones you need to use a Research & Development agent to get those datacores, funny how things just work out some times. As far as skills that affect the odds of success for invention that is the list, everything after this point is just stuff I think you should have.

Here is an example of what you would see in game and what skills you would need to invent it. We go with our old standby, the Ballistics Control System 1.

Ballistics  Control System 1 screenshot

Datacore – Electronic Engineering means we need the skill ‘Electronic Engineering’ at least at 1. Datacore – Mechanical Engineering means we need the skill ‘Mechanical Engineering’ at least at 1. Esoteric Data Interface means we actually need a Esoteric Data Interface lying around, plus the skill Caldari Encryption Methods at least at 1. These skills should be much higher than 1 of course, as I have been saying over and over shoot for 4 minimum. Datacores are pricey, no need to waste them when you could be much luckier in a few days.

  • Production Efficiency rank 5 – There is no reason to not have this if you are building stuff. It takes 5% off your mineral waste per level. Translation: more profit.
  • Laboratory Operations and Advanced Laboratory Operations – Gives you more research jobs that you can run simultaneously. Invention jobs also fall under this category so get Advanced lab ops to 4 and enjoy 10 queues of researchy goodness.
  • Scientific Networking – Allows you to start research/invention jobs remotely. Get this to 1 at the very least if you plan on using a research POS.
  • Mass Production and Advanced Mass Production – Same as the research skills except for building. T2 goods take a long time to build (especially with a negative PE bpc) so you will need extra queues.
  • Research Project Management – Allows you to use more than one R&D agent at the same time. Since you have the science skills might as well get into the T2 bpo lottery (or at least get a few free datacores).


Written by Ittey
Last edited 29-09-2007

Conteúdo retirado do site http://www.eve-guides.com. Segue o link direto http://www.eve-guides.com/ittey/index.php

  1. Why users still make use of to read news papers when in this
    technological globe the whole thing is existing on web?

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