![]() ![]() Selecting a good one versus a bad one is important!Ī good item will have these characteristics: Also significant is the amount of research time that may be spent on the blueprint. This can be a significant cost, especially to new players. Tech 1 BPOs are seeded by various NPC traders, with costs varying from 100,000 to 75 billion ISK. See Blueprints for more details on blueprints. For more details, see Why should I copy my BPOs? Many manufacturers use BPCs, copied from a BPO, to manufacture from, for a variety of reasons, including security and the ability to run multiple production lines. For most blueprints, a single run of a blueprint will produce a single item, but there are some exceptions - most obviously ammunition, which produces 100 units per run. These come in two forms: originals (BPOs) with infinite runs and copies (BPCs) that can only be run a limited number of times. Very few skills are needed for Tech 1 production, and the materials are often fairly easily acquired.Īll Tech 1 manufacturing jobs require a blueprint. Although whether they will actually be able to make a profit is another question entirely. Production of Tech 1 items - ships, modules, ammunition, rigs or even components - is the simplest of manufacturing tasks, within reach of even the newest player to EVE. Note that you still have to haul the materials and blueprint to the relevant station. If you invest in this skill, training to level III or maybe level IV would offer the most return on time investment. This skill is more of a convenience skill than a must-have for a budding industrialist - allowing you to manage your production lines for a distance. Each level in this skill gives you the ability to start manufacturing jobs an extra 5 jumps away, to the maximum of 25 jumps at level V (this may include other regions). ![]() Without training this skill, you can start jobs anywhere in the current system.
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