Games / EVE Online / Progression Guides
EVE Online — Industry Career
Mining, manufacturing, science, reactions, planets and construction. Six ways to be an endgame industrialist — and the best ones often mine nothing at all.
What this guide is
A run-along checklist, not an article. EVE Industry has no daily or weekly crafting limit — jobs run on their own timers and nothing here resets, so nothing on this page clears itself.
The habit that separates profitable industrialists from busy ones: mined material is not free. It has an opportunity cost equal to what you could have sold it for, and every "should I refine this?" question is arithmetic, not sentiment.
Six branches, none gated. Finish the trunk and master any ONE and the career is complete — the most advanced industrial characters frequently do not mine at all, and instead buy inputs and concentrate their skills and capital on high-value transformation.
Tags you'll see on steps
These appear beside individual steps in the walkthrough.
Walkthrough
Verified for Cradle of War — Version 24.01✓ Verified in-gamePhase 0 — Foundation & Exordium12
What Industry actually is0 / 9
Exordium is deliberately training space rather than good economic space: its ores are Grade 0 and yield fewer minerals, and manufacturing, ME research, TE research and invention all carry an extra 5% installation fee there. Learn Industry in Exordium; build your real operation somewhere else.
- Complete the AIR New Player Experience
- Learn how cargo holds and specialised mining holds differA mining hold only takes ore, which is why a Venture carries far more than its cargo suggests.
- Learn the difference between ore and mineralsOre is what you mine; minerals are what reprocessing turns it into.
- milestoneLearn the difference between mining and reprocessingThey are separate economic activities and should be costed separately.
- the ruleLearn that minerals are inputs, not profitNothing is profit until it is sold for more than it cost you to obtain.
- Learn how the Industry window works
- Learn how Blueprint Originals and Blueprint Copies differ
- Learn how manufacturing jobs consume materials
- Learn how player-owned structures differ from NPC stationsTaxes, bonuses and asset safety all differ, and they decide where you should build.
Leave when you have learned0 / 3
- Mine and manufacture in Exordium until it is comfortable
- the ruleLeave Exordium and establish your real industrial base elsewhereGrade 0 ore and a 5% installation surcharge make it a poor long-term home.
- milestoneUse your one-way Exordium shipcaster when readyCaldari Tatrys → Onnamon · Gallente Mondaekus → Intaki · Minmatar Dettisolin → Amo · Amarr Ichorah → Mehatoor. One use per character, shared across every career.
Phase 1 — Industry Career Agent & AIR12
The Career Agent chain0 / 6
- Complete the Industry Career Agent chainReward Ships, modules, starting ISK
- Mine your first ore and reprocess it
- Manufacture your first item
- Receive and fit your first VentureReward Venture
- Learn basic hauling
- Learn that production jobs take real timeIndustry is the one career where the clock does the work and you do the planning.
AIR Career Program — Industrialist0 / 6
CCP divides Industrialist into Mining, Manufacturing, Salvaging and Trading. Trading beyond the AIR requirement belongs to the separate Business career, so only the AIR objectives for it sit here.
- Begin the Mining objectivesReward AIR rewards
- Begin the Manufacturing objectivesReward AIR rewards
- Begin the Salvaging objectivesReward AIR rewards
- Complete the Trading objectives AIR requiresOnly what AIR asks for — the rest is the Business career.
- Progress the Industrialist reward track and claim rewardsReward Skill points
- Complete the Industrialist graduation objectivesReward Industrialist track completion
Phase 2 — The Venture5
The beginner mining vessel0 / 5
CCP's recommended entry point, and it stays useful for gas and lowsec work long after you have barges.
- Train Mining Frigate and Mining
- Obtain a Venture and fit mining lasers, propulsion and a basic tank
- Carry combat drones where appropriateBelt rats will interrupt you otherwise.
- Learn how the Mining Hold works
- Mine a full hold, return, unload, repeat until it is routineReward ISK
Phase 3 — Modern mining fundamentals6
The Mining Surveyor and critical successes0 / 6
Catalyst modernised mining substantially. Every ORE mining ship now includes an integrated Mining Surveyor, laser and strip-miner cycles are much shorter than older guides describe, and mining can produce Critical Successes that yield bonus ore WITHOUT removing that bonus from the asteroid. Any guide that predates this is wrong.
- milestoneActivate the Mining Surveyor and read the asteroid value overlay
- Compare nearby asteroid values before committing a cycle
- Fit a Mining Survey ChipsetIt also interacts with the critical-success and residue systems.
- Read remaining-quantity information
- the ruleStop wasting cycles on nearly depleted asteroids
- Learn how the mining-hold indicator works
Phase 4 — Early mining training9
Core skills0 / 7
- Mining III → IV
- Mining Frigate III → IV
- Astrogeology III and Mining Upgrades III
- CPU Management IV and Power Grid Management IV
- Navigation III–IV and Evasive Maneuvering III–IV
- Shield support skills for your mining hull
- Drones III–V depending on the ship
The two Catalyst mining skills0 / 2
Both are new and both are specific to the critical-success system — they do not appear in older mining guides at all.
- milestoneMining Precision I–III, then IV–V if you are seriousImproves your mining and ice critical-success chance.
- milestoneMining Exploitation I–III, then IV–V if you are seriousImproves the bonus yield a critical success generates.
Phase 5 — Highsec ore mining5
The beginner routine0 / 5
The New Eden map can find ore anomalies, ore distributions and systems containing a particular ore — use it rather than warping belt to belt.
- milestoneUse the map's Ore Anomalies, Ore Distribution and Specific Ores filters
- Survey the field before you start
- Mine the valuable asteroids firstReward ISK
- Watch Local and keep an eye out for belt rats
- the ruleReturn before your ship is worth more than you want to lose
Phase 6 — The Pioneer6
The bridge between Venture and barge0 / 6
Introduced with Catalyst specifically to fill the gap that used to send new miners straight from a Venture into a Mining Barge. Alpha characters can train Mining Destroyer to II. The standard Pioneer gets bonuses to mining yield, mining range and gas harvesting.
- Train Mining Destroyer
- Obtain a Pioneer and fit three mining lasers
- Learn its increased mining rangeRange means fewer repositioning cycles, which is most of the yield gain.
- Use the integrated Mining Surveyor
- milestoneRecover the cost of the ship through miningReward ISK
- optionalOptionally buy a Pioneer BPO from an ORE station in Outer Ring
Phase 7 — Fractured Legacy5
The mining epic arc0 / 5
From Elias Peltonnen at AIR Laboratories, Kisogo VII. Three mining-focused missions that teach the modern mechanics and reward a Pioneer. Do this BEFORE buying your first Mining Barge — it is the cheapest Pioneer you will ever get. It came with Catalyst rather than Cradle of War, but its systems are permanent core gameplay now.
- Travel to Kisogo VII and start Fractured Legacy
- Complete Mission 1 and learn the modern Mining Surveyor mechanics
- Complete Mission 2 and experience Phased Field mechanics
- Complete Mission 3
- milestoneClaim the Pioneer and the additional module and BPC rewardsReward Pioneer, modules, BPCs
Phase 8 — Reprocessing5
Mining and refining are separate businesses0 / 5
Ore can be sold directly, compressed and sold, reprocessed into minerals, or fed into your own production. Which is best is an arithmetic question, and it changes week to week.
- Train Reprocessing and Reprocessing Efficiency
- Train the ore-processing specialisations you actually use
- Compare station and structure refining rates, and their taxes
- milestoneCompare ore market value against mineral output value after real yield
- the ruleNever assume self-mined material is freeMined material has an opportunity cost equal to what you could have sold it for. This single habit separates profitable industrialists from busy ones.
Phase 9 — Basic manufacturing5
Start small and cheap0 / 5
Facilities have no global production-capacity limit; your own simultaneous job count is limited by skills instead. Good learning products: ammunition, drones, common modules, rigs, T1 frigates and destroyers — things people consume constantly.
- Obtain a Blueprint Original
- Install your first manufacturing jobReview materials, estimated cost and duration before you commit.
- Choose input and output locations deliberately
- Deliver the finished job
- the ruleCompare build cost against market valueDo this before scaling anything, ever.
Phase 10 — Blueprints5
The centre of conventional Industry0 / 5
A Blueprint Original has unlimited runs and can be researched and copied. A Blueprint Copy has limited runs, cannot be researched further, and Tech I copies are the input for invention. Reaction Formulas are used for reactions instead of manufacturing, and Ancient Relics feed Tech III invention.
- Buy your first BPO and manufacture from it
- Create a Blueprint Copy
- Understand licensed runs
- milestoneLearn how ME reduces materials and TE reduces time
- the ruleNever casually haul a researched BPO library through dangerous spaceA researched library can represent years of work and is not insurable.
Phase 11 — Manufacturing skills4
Job slots are the real constraint0 / 4
Mass Production and Advanced Mass Production increase how many manufacturing jobs you can run at once — that is what actually scales output.
- Industry IV → V
- long trainMass Production I–IV, then V
- long trainAdvanced Mass Production I–IV, then V for a dedicated producer
- Supply Chain Management if remote installation helpsLets you install jobs remotely when the blueprint and materials are already at the destination.
Phase 12 — Blueprint research9
Material and Time Efficiency0 / 4
A BPO takes up to 10 levels of ME at roughly 1% material reduction each before rounding, and up to 10 levels of TE at 2% time reduction each. For most manufacturers ME matters more economically; TE becomes valuable once job duration rather than material cost is your bottleneck.
- Research a BPO to ME 1
- milestonePush your commonly used BPOs toward ME 10Reward Permanent material savings
- Research TE on the items you produce in volume
- Understand that research time increases sharply per level
Copying and science jobs0 / 5
Research, copying and invention share Science job slots, which are SEPARATE from manufacturing slots — so a mature industrialist runs both categories at once instead of one blocking the other.
- Copy a researched BPO, choosing copies and runs deliberately
- Manufacture from a BPC and keep the BPO stored safely
- Laboratory Operation III–IV, then V
- long trainAdvanced Laboratory Operation I–IV
- Scientific Networking if you manage jobs remotely
Phase 13 — Salvaging6
The third AIR Industrialist pillar0 / 6
Salvage materials matter most for rig manufacturing. Useful, but do not salvage merely because wrecks exist — compare it against what else you could be doing with the time.
- Train Salvaging and fit a Salvager
- Salvage your first wreckReward Salvage materials
- Train Salvaging III–IV and use Salvage Drones
- Learn tractor beam use
- Use salvage in rig productionReward Rigs
- optionalOptionally train ORE Industrial and fly a NoctisOnly when salvage volume justifies a dedicated hull. Compare salvage value per hour honestly first.
Cradle of War — Military Campaigns & Bulwark mining12
Military Campaigns0 / 5
Multi-month conflicts that explicitly support Industrialist contribution through mining and manufacturing objectives. Objectives release gradually — the in-game Upcoming tab is the schedule.
- Open Theatres of War → Military Campaigns
- Find the mining and manufacturing objectives
- Choose an empire and contribute the required resources or productsReward ISK, LP, empire standing
- Claim your personal contribution rewardsReward ISK, LP, standings
- Check the Upcoming tab regularly
Bulwark mining anomalies0 / 5
Limited-time mining anomalies in each empire's highsec Bulwark systems, visible through the Bulwark Mining map filter and intended to last the expansion: Imperial Raspite Reserve (Amarr), State Polycrase Reserve (Caldari), Federal Moissanite Reserve (Gallente), Republic Kangite Reserve (Minmatar). They reprocess into Scordite-like output plus special crystalline faction minerals.
- Use the Bulwark Mining map filter to find a reserve
- Mine the Bulwark faction oreReward Faction minerals
- Reprocess it for the crystalline faction minerals
- Turn them in at the faction item traderMehatoor (Amarr Navy Anchorage) · Onnamon (Caldari) · Intaki (Federation) · Amo (Republic Fleet).Reward Boosters, faction modules, SKINs, SKINR components
- milestoneTarget the Industry-relevant rewardsPrototype Pluto Excavators and the upgraded Mining Survey Chipset are the ones that change how you mine.
Achievements0 / 2
Cradle of War introduced the permanent Achievements system. Permanent progression, not a recurring task.
- Review the Industry achievements and pin the ones you want
- Complete milestones and claim the rewardsReward Skill points, titles, SKINs
Miner · Mining Barges4
BRANCH — Miner. Solo extraction mastery across ore, gas, ice, moon material and Prismaticite. The obvious branch, and not the most profitable one. Independent of every other branch.
Procurer — resilience0 / 2
Choose a barge by HOW you mine, not by price. CCP describes barges and exhumers as the primary strip-mining platforms for ore, gas, ice and deep-core material depending on modules fitted.
- Train Mining IV+, Astrogeology and Mining Barge
- Fly a Procurer when survivability matters more than yieldThe right answer in lowsec, nullsec, and anywhere gankers operate.
Retriever — capacity0 / 1
- Fly a Retriever when you mine solo and want fewer unloading trips
Covetor — yield0 / 1
- Fly a Covetor when throughput matters and hauling support existsThe lowest tank of the three. It assumes someone else is watching.
Miner · Crystals, residue and T2 modules5
The tradeoff nobody explains0 / 5
T2 mining modules introduce crystals and residue. Residue removes material from the asteroid WITHOUT putting it in your hold — so an aggressive crystal choice can destroy shared ore your fleet wanted.
- Learn which crystal family matches your ore
- Train the matching processing skills
- Fit T2 mining equipment
- milestoneUnderstand efficiency-focused versus higher-residue choices
- the ruleFollow your corporation's moon-mining residue policyDestroying shared moon ore is how miners get removed from fleets.
Miner · Gas and ice9
Gas harvesting0 / 5
Crosses into Exploration — you need scanning, or an explorer who will bookmark clouds for you.
- Train Gas Cloud Harvesting and fit scoops or harvesters
- read firstLearn gas-site NPC timers and hazards
- Harvest your first cloud, then a full known-space siteReward Gas
- Complete a wormhole gas harvest and return it safelyReward High-value gas
- Learn which gases feed boosters and which Fullerites feed Tech III
Ice mining0 / 4
Ice products support structure and starbase fuel, jump fuel, capital logistics and large industrial operations.
- Train Ice Harvesting and find ice belts
- Mine, compress and reprocess your first iceReward Ice products
- Learn which isotopes match which racial capital technologies
- optionalOptionally use a PerseveranceAn ice variant of the Pioneer from the Winter Nexus 2025–26 reward track rather than a normal BPO — buy from another player if it is cheap, but it is not progression.
Miner · Expedition frigates4
Mining where you should not be0 / 4
CCP places expedition frigates among the advanced paths after the Venture, with access to ore, gas and ice equipment.
- long trainTrain Mining Frigate V and Expedition Frigates
- Fly a Prospect for covert ore and gas workTrain Cloaking and learn covert travel where the fit permits.
- Fly an Endurance for ice and expedition harvesting
- Build lowsec, nullsec and wormhole extraction habits
Miner · Moon mining6
Where Tech II materials come from0 / 6
Moon extraction is scheduled by the structure owner, so there is no universal timer — it runs on your corporation's calendar.
- read firstFind an Athanor or Tatara operation and learn its extraction schedule
- Join a moon pull and mine your first moon oreReward Moon ore
- Learn the moon-ore rarity tiers
- Train the appropriate moon-mining crystals
- Compress, haul and reprocess moon oreReward Moon materials
- milestoneIdentify which moon materials are actually valuable
Miner · Phased Fields and Prismaticite9
The modern high-end mining activity0 / 5
Phased Fields spawn randomly in lowsec and nullsec, need scanning to find, and contain Prismaticite. Efficient extraction needs Industrial Command support and Mobile Phase Anchors. A Phase Anchor needs 100 energy for full operation: a Porpoise supplies 35, an Orca 50, a Rorqual 100.
- read firstFind a Phased Field and scout the system
- Assemble a fleet with Industrial Command support and Mobile Phase Anchors
- Deploy the anchor and connect your command vessels
- Phase the asteroid in and mine at full efficiencyReward Prismaticite
- the ruleMonitor the moving hyperspace fracture and extract before it turns unsafe
Processing Prismaticite0 / 4
Prismaticite is an Erratic Ore: direct reprocessing gives ONE of eight possible mineral outputs at random. Reactions let you choose which family you get instead — the controlled route is usually worth the extra step.
- Compress your Prismaticite
- Direct route: reprocess and accept the randomised outputReward Random mineral family
- Controlled route: acquire Atmospheric Gases and the Unrefined Mineral Reaction Formula
- milestoneRun the reaction in a Composite Reactor, then reprocess the resultReward Chosen mineral family
Miner · Endgame — Mining7
The solo extraction endgame0 / 7
The Hulk is the natural pure-yield target but is not automatically the best hull for every environment — a Skiff that survives out-mines a Hulk that dies.
- long trainTrain Mining Barge V and Exhumers IV, then V if dedicated
- Fly the exhumer that matches your environmentSkiff for tank, Mackinaw for capacity, Hulk for yield.
- Train T2 Strip Miners and your mining crystals
- Mining Precision IV–V and Mining Exploitation IV–V
- Mine confidently in lowsec or nullsec
- Run moon mining and Phased Field operations
- endgameKeep several replacement hullsReward Mining endgame reached
Industrial Command · Mining Foreman5
BRANCH — Industrial Command. Making other miners better with boosts and compression, from an Outrider up to a Rorqual. You stop mining and start running the fleet.
Making a fleet worth more than its parts0 / 5
Current Mining Foreman Burst options cover mining equipment preservation, mining range, cycle optimisation, and critical-success/residue efficiency.
- Train the Leadership prerequisites and Mining Foreman
- Train Mining Director if you are specialising
- Train Command Burst skills
- milestoneLearn the Mining Foreman Burst charges
- milestoneLearn compression mechanicsCompression is what makes fleet mining logistically possible at all.
Industrial Command · The Outrider5
The compact fleet-support route0 / 5
A Tech II variant of the Pioneer from Catalyst, able to fit a Mining Foreman Burst and a Micro Jump Field Generator. Its BPCs come from inventing Pioneer BPCs — an excellent bridge between individual miner and Industrial Command pilot.
- Build Pioneer Blueprint Copies
- milestoneInvent Pioneer BPCs into Outrider BPCsReward Outrider BPC
- Manufacture an Outrider and train Command Destroyers
- Provide mining boosts to a small gang
- milestoneUse the Micro Jump Field Generator to reposition the fleetAlso the emergency extraction tool when a gank lands.
Industrial Command · Porpoise and Orca8
Porpoise0 / 5
Industrial Command Ships support miners with fleet bonuses and compression rather than mining much themselves.
- Train Industrial Command Ships and Mining Foreman
- Fit Mining Foreman Bursts
- Learn Industrial Core mechanics
- the ruleLearn when NOT to activate your Industrial CoreIt immobilises you, and an immobile support ship is a free kill.
- Support a mining fleet and maintain combat drones
Orca0 / 3
A fleet-support and logistics platform, not "a bigger solo mining ship". Treating it as the latter is how people lose one.
- Obtain an Orca and provide boosts and compression
- Use fleet hangars and the Ship Maintenance Bay
- the ruleTank it appropriately
Industrial Command · Endgame — Industrial Command7
The Rorqual and capital-scale support0 / 7
Do not train into a Rorqual because it is the biggest mining-related hull. Its value is capital-scale fleet operations and industrial infrastructure, and it needs an organisation behind it.
- long trainTrain Capital Industrial Ships and Industrial Core
- Train advanced Mining Foreman skills and jump-drive skills
- Learn cyno logistics
- Train Excavator Drone support where appropriate
- the ruleJoin an organisation that can support capital operations
- Provide capital compression and maximum-scale fleet support
- endgameMaintain replacement and liquidation planningReward Industrial Command endgame reached
Manufacturer · Tech II invention7
BRANCH — Manufacturer. Turning materials into things people buy, through invention and Tech II production at scale. Requires no mining ship at all.
The transition from beginner to serious0 / 7
Most Tech II BPCs come from invention using a Tech I BPC plus datacores, and invention can fail. That failure rate is part of the cost and most new manufacturers forget it.
- Select a Tech II product and research its Tech I BPO
- Create Tech I BPCs for invention
- Train the required science and Encryption Methods skills
- Acquire datacores and learn decryptors
- Install your first invention job and read the probability
- milestoneObtain your first Tech II BPC and manufacture the productReward Tech II item
- the ruleCost it including failed attempts, components and feesNever cost T2 as materials → finished item. BPC creation, datacores, decryptors, failure rate, intermediates, reaction materials, fees, taxes and transport all belong in the number.
Manufacturer · Tech II production at scale6
Pick one family and do it properly0 / 6
Good specialisations: T2 ammunition, T2 drones, T2 modules, Interceptors, Assault Frigates, Covert Ops, HACs, Logistics, Exhumers, Marauders. Do not try to vertically integrate the whole T2 economy at once.
- the ruleChoose a single T2 product family
- Research the relevant T1 BPOs and produce invention copies
- Source datacores and determine the optimal decryptor
- milestoneSource moon materials, or buy the intermediatesBuying inputs is frequently more profitable than making them. The best industrialists often mine nothing at all.
- Manufacture T2 components, then the finished itemReward Tech II output
- Calculate true margins and scale only what is profitableReward ISK
Manufacturer · Endgame — Manufacturing5
The production endgame0 / 5
- milestoneRun 10+ concurrent manufacturing jobs
- Maintain an optimised BPO library with high ME and TE
- Operate across multiple production systems
- Establish reliable material sourcing
- endgameProduce consistently and profitably at scaleReward Manufacturing endgame reached
Reactor · Reaction fundamentals4
BRANCH — Reactor. Composite, hybrid and biochemical reactions — the intermediate layer that Tech II and Tech III production depends on. Runs only in 0.4 security or lower.
A third job category0 / 4
CCP splits reactors into Composite, Hybrid and Biochemical. Reactions run only in suitable Refineries with reactors, in systems at 0.4 security or lower. Reaction job slots are separate from both manufacturing and science slots.
- Train Reactions and Mass Reactions
- long trainTrain Advanced Mass Reactions
- Train Remote Reactions if you manage them remotely
- the ruleFind a refinery with the reactor type you needHighsec cannot host reactions at all — 0.4 or lower only.
Reactor · Composite and biochemical8
Composite — the Tech II supply chain0 / 4
Reaction Formulas behave like blueprints but cannot be researched, copied or invented.
- Acquire moon materials and the reaction formulas
- Install a composite reaction
- Produce processed moon materialsReward Tech II intermediates
- milestoneConvert them into Tech II componentsReward Tech II components
Biochemical — boosters0 / 4
CCP explicitly lists Booster Manufacturing among advanced industrial specialisations.
- Harvest or buy the required gases
- Produce the intermediate chemicals in a Biochemical Reactor
- Train the booster-production skills
- Manufacture combat boostersReward Boosters
Reactor · Endgame — Reactions5
The reaction endgame0 / 5
- Run composite reactions at scale
- Run hybrid reactions for Tech III inputs
- Run biochemical reactions for boosters
- Supply your own or others' Tech II and Tech III production
- endgameOperate reactions profitably against bought intermediatesThe honest test: are you cheaper than the market you are replacing?Reward Reaction endgame reached
Planetary Industrialist · Your first colony8
BRANCH — Planetary Industrialist. Extraction and factory planets feeding P4 commodities into structures, fuel chains and capital production. The most passive branch, and the most schedule-driven.
Planetary Industry basics0 / 8
PI extracts planetary raw materials and processes them into commodities used across New Eden — structures, fuel chains, Tech II production and capital components all depend on it.
- Train Remote Sensing, Planetology and Advanced Planetology
- Train Command Center Upgrades and Interplanetary Consolidation
- Choose a planet and deploy a Command Center
- Scan the planetary resources
- Place an Extractor Control Unit and install extractor heads
- Create storage and Basic Industry Facilities
- read firstRoute raw and processed materialsRouting is where most first colonies go wrong.
- Start extraction and export through the Customs OfficeReward P1 materials
Planetary Industrialist · The production tiers8
P0 through P40 / 8
Raw resource → processed material → refined commodity → specialised commodity → advanced commodity. PI is one of the few EVE activities that naturally rewards a recurring personal schedule, but the cycle length is YOUR choice, not a server reset.
- Produce P1Reward P1
- Build a P2 production chainReward P2
- milestoneBuild a dedicated factory planet
- Produce P3Reward P3
- milestoneProduce P4Reward P4
- Coordinate products across multiple planets
- Optimise Customs Office taxesReward ISK
- the ruleBuild a predictable recurring extraction scheduleChoose cycle lengths that match how often you actually log in.
Planetary Industrialist · Endgame — Planetary Industry5
The PI endgame0 / 5
- Run the maximum practical colony network
- Operate dedicated extraction and factory planets
- Produce P3 and P4 reliably
- Supply structure and capital production from your own PI
- endgameOptionally scale across multiple charactersReward Planetary Industry endgame reached
Advanced Construction · Tech III production6
BRANCH — Advanced Construction. Tech III, Upwell structures and capital hulls. At this scale Industry becomes logistics and treasury work rather than a crafting minigame.
A separate advanced ecosystem0 / 6
Built around wormhole resources and Ancient Relics. CCP describes it as more advanced and skill-intensive than Tech II.
- read firstLearn the wormhole supply chains
- Obtain Ancient Relics
- Acquire Fullerites and run hybrid reactions
- Manufacture T3 componentsReward T3 components
- Produce T3 subsystem BPCs and manufacture subsystemsReward Subsystems
- milestoneManufacture Strategic Cruisers or Tactical DestroyersReward T3 hulls
Advanced Construction · Structure production6
Minerals plus high-end PI0 / 6
CCP identifies structure production as an advanced specialisation combining enormous mineral quantities with high-end Planetary Industry products. Calculate the logistics volume BEFORE you start.
- Produce or source P4 commodities
- long trainAcquire and research the structure and component BPOs
- Produce structure components
- milestoneBuild your first deployable structureAthanor, Astrahus and upward — Tatara, Fortizar, Sotiyo.Reward Upwell structure
- Build Standup modules and structure rigs
- the ruleCalculate hauling volume and arrange safe logistics first
Advanced Construction · Capital production6
Capital management, not a crafting minigame0 / 6
Enormous capital requirements and blueprint costs. The larger the product, the more Industry becomes logistics and treasury work.
- long trainObtain and research capital component BPOs
- Obtain the hull BPO or BPC
- Source minerals, PI and reaction materials at volume
- the ruleSecure material storage and reliable logistics
- Manufacture capital componentsReward Capital components
- milestoneAssemble a finished capital hullFreighters, Jump Freighters, Dreadnoughts, Carriers, Force Auxiliaries, Rorquals — and optionally Supercarriers and Titans.Reward Capital hull
Advanced Construction · Current-expansion production targets5
Cradle of War hulls0 / 5
Four Navy Destroyers and four Tech II Command Carriers create current-era production targets for established industrialists.
- Source the BPCs for the Navy DestroyersDragoon Navy Issue, Corax Navy Issue, Algos Navy Issue, Talwar Fleet Issue.
- Source the BPCs for the Command CarriersSalvation, Simurgh, Gaia, Ymir.
- Calculate build cost and source the advanced components
- Manufacture a current-expansion hullReward Current-expansion hull
- Compare the margin against your other capital and T2 productionReward ISK
Advanced Construction · Endgame — Advanced Construction6
The construction endgame0 / 6
- Maintain a capital component and structure BPO library
- Run a reliable mineral, PI and reaction supply chain
- Produce structures and Standup modules
- Produce capital hulls
- Optionally produce supercapitals
- endgameOperate an industrial network rather than a workshopProduction base selection, System Cost Index, taxes, hauling distance, market access and asset safety all become the actual job.Reward Advanced Construction endgame reached