Showing posts with label production. Show all posts
Showing posts with label production. Show all posts

Monday, 1 December 2008

Industrial update for last week

Industry is progressing so well now.. turnover of at least 100mln isk last week (its hard to compute without going to excel right now!) Personally I turned over around 50mln. A turning point was hit earlier in week when mineral buy-orders exceeded sell orders for a 2-3 day period.

Ship sales - are going through roof and are definitely our top seller - in fact so successful we're putting around 45m isk of ships for sale tomorrow.... We make from 500k to 800k per ship depending on location.

At the weekend to save on build costs we even bought some low-priced ships and resold for the "going" rate successfully a few times. A maneuver christened "poaching". Its as if some folks don't want the huge margins possible on this line :)

Yesterday was almost 100% focussed on Industry in the period I was online, building massive amounts of stock (several of the manufacturing jobs were 4+ days in length) for frequent sellers we were low on. Whats nice about these items is the competition is low, and we can place an order on and leave it without micromanaging, and still make 50-75% profit over a month or so.

Mineral prices - stable, even decreasing slightly in past week from my mineral guidelines. High end minerals such as Zyd are available, and cheap. We now have a massive stockpile of Zyd and Megacyte - enough for a few weeks I think.. Problem is volumes, some weeks we fill a buy-order in a day, sometimes it takes a week. Now instead of placing a once-weekly order for the items needed to build, we're actually constantly buying items.

Mineral stockpile - decent, at least 100mln in stock currently although some holes - Mexallon and Trit in particular is lower than I would like.

Due to above, hauling is becoming an issue, in fact a Iteron V will be the next major skill trained for (above all invention/probe skills) on my main industrial character.

A question - does any corp want to contract for some regular mineral supplies (priced to be negotiated but should be competitive with buy-order rates) (to a station of our choosing)? With us growing exponentially, and buying 100mln a week on average - I'm thinking we'll need to start partnering with a mining corp to get to the volumes we need longer-term. We have no immediate plans to mine ourselves.

Monday, 24 November 2008

Ship production 101 & mineral price update

Well, at the weekned Jax started ship production after months of waiting for the blueprint to be researched, and its starting to pay off, 2 ships sold already. To the tune of 700K isk per ship profit. Thats monster profit and our highest per-item profit so far - and selling 2 per day = a nice little earner.

Downsides are the mineral stockpile is depleting quite quite rapidly. An example is Zydrine use. A couple of months ago, 4000 Zyd would have lasted a couple of months production. Now its lucky to last even 2-3 days. We purchased > 15k in the Sat->Sun period alone. The good news is Zyd appears to be being priced reasonably now, and availability of the high-end minerals is good and is "just about" keeping up with our demand.

Bad news is Trit, I don't know if its the release of the Orca causing this, but Trit is at 3.20-3.50 locally. A couple of months back, 2.91 or below was normal, and 3 was expensive.

Whats interesting though is despite the increase in costs of all items with Trit, prices of T1 items on markets are still continuing to fall. Watch out T1 producers (especially those with unresearched BPO's) as this may cause you problems.

Friday, 12 September 2008

Waiting for isk - production semi-halted

Over next few days I'm not going to have much time online (until Sunday), so I'm leaving the industry of the corp in the hands of Jax... Basically when I do login for 20 mins, I'll be running off production jobs for the corp, which Jax will finish and place on market for me in his new location.

Its a good way to get the 2nd "retail" outlet started for the corp - as otherwise we'll be waiting 2 weeks for Jax to get PE to 5, and I've got spare production slots at the moment... so why not start industry-2 division this way ?

Well, basically we're trying to get the main industry wallet to 40-50m to allow for 5 new blueprints to be purchased - I'm afraid which ones would be a need-to-know.. research has identified that one of these alone has a 650k profit per run, and the end result sells well... downsides are to get the full 650k when we buy the blueprint, it needs to go into ME research for 30 days. So great for future growth... not so great for now. The other 4 I've targetting may sell better without ME reasearch, but I havn't fully calculated the profit margin on these yet.

In the meantime, plans for this next week are continuing to improve both players learning skills just a little - though with a main aim for DP to get perfect refines (minus standing loss) in Ours... should take to mid next week for this. Standing loss we're working on as all corp members are running missions when online.. for isk and for standings.

Wednesday, 10 September 2008

Corp management mistake...

I made my first mistake in EVE last night - not a major one, but one that resulted in 41 sell-orders dropping off the market, and all my buy orders also.

Basic mistake: Dropped DeafPlasma (the trade guy) from being a director (full access to everything, nada-nada) to being a "Indurstry role" to allow me to check this role worked as desired. Didn't give him access to the wallet existing sell-orders were running under... hence all were auto-cancelled.

Lesson learnt: Create an alt to prove permissions working as desired... don't use a active trader. Will generate an alt tonight for this alone.

Overall, following a comment from Xoair in previous blog, last night the corp "Blueprints" hanger was opened, along with a Minerals in/goods out hanger. This allows "Industry" members to produce, research BPO's without being able to take them out of corp's hands without my persmission (I'm sorry but the corp although democratic and will take advice needs a figurehead director with full access purely to stop others stealing the hard earned ISK from the rest of the corp). Also granted Wallet-7 to Jax's use so can monitor the new Industry division.

Tonight: Need to generate a 2nd Industry role... For the members who produce only, for personal use - ie, if corp hanger has ran out of module X, you need it, and even though you havn't got PE to 5, it will still be cheaper to make from minerals - you can use a production slot to acomplish this. This will require another wallet for the funds being dedicated to this (available to all pilots but generally a low level of access) and a new hanger being opened for the Traders (as you don't want combat pilots goods intermixed with the current 80m of corp production!). Now I know the basics of Roles in EVE, this should be a 20-30 min job.

I now see why, ideally CCP should implement more wallets and hangers. I'd LOVE that in fact :) Right now I can see a point where we need considerably more corp hangers and wallets than the current game design allows.

And... when are they going to fix it so running factory/lab slots does not require the factory manager skill (ie one character able to cancel another characters production)?

Tuesday, 2 September 2008

Mulling the merits of rig production

A little birdie told me the Capacitor control rig was the top selling rig... so last night I investigated profit based on buying the materials required. Basically locally I can buy the parts (with buy-orders) and make 1 million profit per item if I have a researched BPO (thats worst cast on lowest sell-order price if I choose to compete with it).

In my mind.. not worth it - right now anyhow (its worth it if its all my own salvaged materials). I'm going to research the rig bpo in any case so I can make it for a reasonable sum. Overall though - I think I'll make more consistant profit with other items (I have 30-40 different items being sold at all times, as early on I learn't a diverse production = a healthy one).

Production is still being hampered by the shortage of Zydrine locally at least. I'm only getting 2-300 units a day with several buy orders in place. I need > 1000 units per day now to keep up with the pace of the profitable modules.

And... this week is fully researched BPO week. 3 of my more expensive blueprints pop out of the lab this week - so I need plenty of Zyd to build/stockpile the items I'm going to be making. The shortage is becoming a serious problem to my industrial ambitions...