Having taken a break from Eve for a while, but now back again, I thought I'd better take a look at how profitable my items are today. When I compared this to how it was 8 months ago, the results make for some quite interesting analysis. I'm going to use the example of Cap Recharger II modules, one of the most traded tech II items.
Despite technetium prices going through the roof, increasing the prices of construction components (Nanoelectrical Microprocessors and Tesseract Capacitor Units), the launch of PI increasing prices of Superconductors, and the mineral basket increasing, overall costs have gone up by only 3.7%. There has been a huge decline in the costs of datacores and this has almost entirely offset the increases of all the other materials required. Note: I have included everything except taxes (constant) and the cost of lab jobs ("zero" for me since I use a corp POS but then of course I have fuel bills to pay, not included here, and they have increased drastically).
Not only have costs gone up, but so has the price of the finished product as well. Right now Cap Recharger II's are at a high price, which may not last, but here's the breakdown of the costs versus the sales price anyway:
Up to 62% profit, very nice indeed. The sale price has increased at about 8 times the rate of the price of the cost of materials.
Prices have been quite turbulent over the last 6 months though, as shown on the graph below (thanks to Eve-Tools for the data). Even at the low of 450,000 isk per module, there's still 33% profit margins to be made.
Unfortunately I can't find a good reason for the changes in price. The price decline in November followed a spike in volumes (number of units traded), but otherwise price seems only weakly related to volume.
Regardless, I'm happy. Although I've just analysed Cap Recharger II's here, this seems to be a general trend with the tech II modules I produce (about a dozen different modules) - costs up by a small or moderate amount, but market prices of (most) end products up enough to compensate.
Sunday, 27 February 2011
Tech II invention profitabilty up despite technetium
Monday, 21 February 2011
The long and the short of it
After trying longer extraction times, the average across all my planets is that 7 day extraction times produce the equivalent of 2.7 days worth of materials if I was running 24h extraction times. So just over a third the amount of materials. That puts every planet at under 1m isk per day. Across the two characters that's still be over 250m isk a month at almost zero effort.
I did that through necessity (away for a week without Eve access) but it was also a useful exercise. It's clear which planets had seemed good but in fact I was extracting from "nuggets" which have now disappeared, and which planets are genuinely good planets. Nuggets are temporary pockets of resources which don't renew but once they're extracted, they're gone. It definitely takes a few days to see what's what on planets - patience is a virtue when it comes to PI (and Eve generally, really).
There are 4 or 5 planets of my 12 that I'm going to change based on their output so far. That means losing out on having my own supply on a couple of POS fuels, but that's business - my aim to to maximize revenues, not look after my own supply. It's not like I'm in a wormhole - my POS is in high sec where there's no risk attached to hauling POS fuels, and no shortage of sellers either.
I did that through necessity (away for a week without Eve access) but it was also a useful exercise. It's clear which planets had seemed good but in fact I was extracting from "nuggets" which have now disappeared, and which planets are genuinely good planets. Nuggets are temporary pockets of resources which don't renew but once they're extracted, they're gone. It definitely takes a few days to see what's what on planets - patience is a virtue when it comes to PI (and Eve generally, really).
There are 4 or 5 planets of my 12 that I'm going to change based on their output so far. That means losing out on having my own supply on a couple of POS fuels, but that's business - my aim to to maximize revenues, not look after my own supply. It's not like I'm in a wormhole - my POS is in high sec where there's no risk attached to hauling POS fuels, and no shortage of sellers either.
Friday, 11 February 2011
PI setups
So far my PI has been largely around producing P2. Typical inital setup is:
The eagle-eyed amongst you will notce there are actually 5 basic processors there. This planet is producing a bit more material than the 4 basic processors would consume, but not a lot more. So my optimised setup is to swap the 5th processor between the two P1 products each day. Note that I don't need to rebuild it, only change the schematic, which is free to do. At some point I will have to build another advanced processor to use up those extra P1, or ship them to another planet to have the P2 manufactured there.
My "best" planet actually has 6 basic and 3 advanced processors, but for most of my planets it's 4 and 2.
I'm also trying out a bit of P1 but that's a pain because of the hauling required. It seems to need emptied every day and a half. Setup is below:
You can see there is only 1 ECU. The 8 basic processors keep pace almost exactly with the 10 extractor heads. Not quite sure how best to optimise this. I have tried adding an extra ECU but then I can only fit on a couple of heads and no processors to actually convert the extra material to P1.
More to come as I optimise the planets more!
- 2 x ECU
- 4 x Basic Industry Processor
- 2x Advanced Industry Processor
- 1 x Launchpad
The eagle-eyed amongst you will notce there are actually 5 basic processors there. This planet is producing a bit more material than the 4 basic processors would consume, but not a lot more. So my optimised setup is to swap the 5th processor between the two P1 products each day. Note that I don't need to rebuild it, only change the schematic, which is free to do. At some point I will have to build another advanced processor to use up those extra P1, or ship them to another planet to have the P2 manufactured there.
My "best" planet actually has 6 basic and 3 advanced processors, but for most of my planets it's 4 and 2.
I'm also trying out a bit of P1 but that's a pain because of the hauling required. It seems to need emptied every day and a half. Setup is below:
You can see there is only 1 ECU. The 8 basic processors keep pace almost exactly with the 10 extractor heads. Not quite sure how best to optimise this. I have tried adding an extra ECU but then I can only fit on a couple of heads and no processors to actually convert the extra material to P1.
More to come as I optimise the planets more!
Tuesday, 8 February 2011
PI : week 1
As mentioned I've been experimenting with PI. I've been in high sec space only with two characters (both 5/5 in Interplanetary Consolidation and Command Center Upgrades). PI was only being done for 6 of the 7 days though, since I ended up spending a day moving my operations for reasons I won't bore you with.
So far, I calculated I've produced 80.7m isk worth of materials from PI in the first week. I know I can improve on that.
So far, I calculated I've produced 80.7m isk worth of materials from PI in the first week. I know I can improve on that.
- That's an average of 1.1m isk per planet per day
- That's low. It took me some time to get exactly the right setup on a planet and get a good balance of materials coming into factories. Now that they are optimized, my planets vary from 1.2m/day to 2.8m/day.
- The worst planet I set up was producing Robotics. I calculated that planet made nearly a loss of 1.5m isk per day compared to selling the Mechanical Parts and Consumer Electronics that I was feeding it. Without that planet I would have an average of 1.3m per planet per day.
- P1 products seem to be the best so far, better than P0 or P2 (although I have not experimented with P3 or P4). "Optimized" planets producing P1 vary from 1.5m/day to 2.8m/day
- Variation in the "isk per day" amount comes not only from what is being produced but also the individual planets can vary quite a lot in terms. For example, I have 2 planets producing the same P1 but one makes about 300 units/day and one makes only around 220/day.
- So the next challenge is to replace the low value planets by a combination of moving planets and/or changing what is produced.
- This means a bit of market research on the items (always a good thing to do before you start, I would have avoided the costly Robotics mistake). This looks like a very interesting tool produced by player Wyke Mossari.
- However, there seems to be no easy way to determine "better" planets. The planets I mentioned (one producing 300 and one only producing 220) seem almost identical in terms of concentration of minerals. Competition may be a factor, I may just be in a bad spot, planet size may play a role... naturally I'll blog about it once I do a bit more research on this.
Wednesday, 2 February 2011
Back at the coalface
After taking a bit of a break from posting and Eve, I'm back doing both. Since there's some new Planetary Interaction (PI) stuff, I thought I'd give that a try for my first month back. I've got 2 characters that can do PI and they're both based in high security space. Naturally I'll post the results here and also any tips I discover and so on. I'm starting with producing POS fuels and also some products required in tech II production.
I have to say the new PI interface is a big improvement, a lot less clicking and more flexibility. However, it does seem that you need the greater flexibility, the resources which never seemed to really diminish to any great degree in the "old" PI now seem to get mined out quite quickly so there is a need to move extractors around more in the new system. Overall though, a (tiny) bit more thought required and a lot less wrestling with the UI are both good things in my opinion.
Lastly, nothing to do with PI but the new character generator produces great results. As always on this blog, my main and my industrial alt will not be displayed but below is my forum character (also the character associated with this blog), the delightful and somewhat cynical Princess Strawberry.
I have to say the new PI interface is a big improvement, a lot less clicking and more flexibility. However, it does seem that you need the greater flexibility, the resources which never seemed to really diminish to any great degree in the "old" PI now seem to get mined out quite quickly so there is a need to move extractors around more in the new system. Overall though, a (tiny) bit more thought required and a lot less wrestling with the UI are both good things in my opinion.
Lastly, nothing to do with PI but the new character generator produces great results. As always on this blog, my main and my industrial alt will not be displayed but below is my forum character (also the character associated with this blog), the delightful and somewhat cynical Princess Strawberry.
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