EVE-Production

Invention Guide



Overview

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.

Skills

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

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.


Materials

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.


Steps

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.

It is worth mentioning that in the cases where multiple tech 2 items exist, such as ships, then it picks randomly between them. You can tell which it picked shortly after starting the job as it is listed in the job queue.

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.


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Written by Ittey
Last edited 29-09-2007