15/05/11 08:39 AM
Arkonor 285
Bistot 217
Mercoxit 192
Crokite 187
Hedbergite 171
Hemorphite 168
Jaspet 152
Dark Ochre 147
Pyroxeres 118
Kernite 106
Veldspar 99
Scordite 93
Gneiss 90
Plagioclase 88
Spodumain 82
Omber 81

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Industrial Quandry

How do I balance my own progress with that of providing for my corporation and or alliance? As an industrial character who has spent a fair number of hours learning to build nice things, how do I remain profitable while supporting  those around me?

If I produce for the corporation and/or alliance, the expectation is that there is some kind of break in prices. As a conscientious industrialist, I am going to tell them how much it costs me and where it’s more than the market, suggest that they obtain it there. Where it is cheaper to build, I want to offer them the opportunity to get it cheaper and be there for the people that help make it possible. I have found that I am quite horrible though at maintaining the balance necessary between things produced for sales [the market] and those manufactured for consumption [the corporation/alliance]. Often then the result is a complete halt to my industrial tendencies.

This is often further complicated by my relative incompetence and disconnect with the sales and marketing side of things. I am quite comfortable in navigating the market, getting the resources I need, etc, but just as equally uncomfortable putting my wares up for sale. Finding holes, navigating gaps, incremental adjustments, market trends all tend to elude my grasp, leaving me with a very real sense of dissatisfaction with the sheer number of things I could be doing to maximise my profits, but are generally left undone. I envy both the selfless industrialist who is able to provide everything her corporation needs as well as the ruthless profiteer who is able to judge the market, jump into the fray and make obscene profits.

As a corollary to the above, there is also a push to be involved in corporate and alliance activities that are somewhat beyond my level. I am fairly competent at combat in sub-battleship roles, but could always use more experience and training in weapon systems. I’m quite happy to spend the time training for better weapons, drones, fittings, but have to balance this with a desire to also be able to improve my abilities to support my corp-mates with industry. Has anyone else figured out to do it all and do it well yet?

It is certainly something to work and think through.

Bring on the Bistot

[caption id="attachment_418" align="alignleft" width="64" caption="I Am Your New Master"]I Am Your New Master[/caption] [caption id="attachment_421" align="alignright" width="150" caption="Bistot Is Primary!"]Bistot Is Primary![/caption]

Quick note: It looks like Bistot has edged Arkonor out as the mineral of highest refined value. Due in large part to the fact that Zydrine hasn’t fallen in price as much as Megacyte.

New Orca Work

Words fail
Buildings tumble
The ground opens wide
Light beams down from heaven
She stands before my eyes

– (TMGB)

Because I’m always a bit distracted and doing 20-30 different things at once, it often means that I hit things hard and hope I get enough to keep the project afloat until I get back around to it again. One of those projects is the ongoing Orca development project that manages to be purely theoretical in nature. All this means, I don’t actually produce Orcas, but I come back and look at their production costs in relation to the current ore/mineral prices. In update to a post of long ago [Orca Production Calculations], the following changes have been made:

An Orca can currently be broken down into its component pieces and then sub-costed into their mineral components. The overall picture doesn’t include any of the manufacturing costs and assumes NO Material Efficiency research. I am putting the picture of the calculations in this post, but I’ll try to summarise the numbers for brevity as well.Spreadsheet Breakdown of Orca

To produce an Orca requires 7 component blueprint and one ship blueprint that all average around 1.1 billion each to purchase from the market. Each of the seven components will cost approximately 4 million in minerals on average [3.2 million - 5.5 million]. Combined with the total number of each component, the cost to produce an Orca is currently approximately 310 million. Since I’m not selling Orcas, I feel comfortable in suggesting that market prices ought to be around 350m allowing for profit margins, research costs and capital paybacks.

If mineral costs continue to fall, Orca prices could stabilize as low as 325 million. Adding rigs to them will still push them up over 400 million. The cargohold optimization rigs are still running over 30 million each. The addition of the ore hold has drastically improved the Orca’s flexibility and original role performance.

The Big Big Whoredom

No, no, baby I ain’t convinced it ain’t so bad as you paint it
There’s plenty more heads of hair for us out there – (TMBG)

In case you don’t regularly look at minerals on the market and in case you might not noticed the prices of ore across the board have fallen sharply. In some cases, the minerals are lower than they’ve been in over a year. Things like tritanium are now abundantly available and no longer cash cows that they had become. Even the high end minerals that have historically been expensive are coming down. I don’t have a picture for the greater market as a whole as I just don’t keep up with everything, but I do keep a fairly close eye on minerals [the ore chart keeps getting updated].

I’ll refrain from speculating on the causes. Causality is a slippery slope that eventually leads to politicians philandering and your milk turning bad.

The results have not yet begun to filter down, but a cursory analysis [scribbling on back of an Al Abd picture in my pod] indicates that it could affect Tech 1 production costs by as much as 15%. While this good for the producers, I doubt we’ll see a corresponding change in consumer prices anywhere near that much, if at all. Maybe it will finally pay off to make T1 things again?

Asteroid Value Chart

I like to be able to quickly evaluate a set of asteroid choices and decide what I want to mine. It can be confusing to me to have to get out the spreadsheet and calculator to figure out how much it’s worth to mine such-and-such if I refine it and sell it. To that end, I started the Isk Per Jetcan calculation that were originally posted on the front page. I’ve modified that a bit now to just be the Isk Per M3 calculations and then to know how much I can get relative to the others.

The combined Isk Per M3 and Isk Per Jetcan table is listed below. I try to keep these updated on a weekly basis for my own usage, but you are welcome to refer to them as you like.

Omber 61.83 1,700,364.81
Jaspet 63.20 1,737,866.53
Hemorphite 76.66 2,108,249.00
Pyroxeres 85.09 2,339,987.41
Scordite 93.35 2,567,046.59
Hedbergite 95.51 2,626,552.05
Plagioclase 103.01 2,832,832.01
Kernite 103.60 2,848,914.30
Veldspar 105.10 2,890,386.05
Spodumain 176.06 4,841,549.30
Dark Ochre 183.82 5,055,147.06
Gneiss 196.46 5,402,750.49
Crokite 363.37 9,992,732.56
Bistot 492.13 13,533,464.57
Arkonor 504.03 13,860,887.10

Isk Per Jetcan

Quick update to the price per jetcan of mined ore. I’ve dropped Morphite from the list as well as sorted it from least valuable to most valuable. Kernite has edged slightly back in front of Veldspar for value, but Omber is still lagging. Low-sec and 0.0 miners can still make a mint from picking up the truly massive Veld-roids that no one else bothers with.

Still scanning for some more gravimetric sites.

Updates & Information

Just as a quick post, the price of Tritanium has skyrocketed over the last week. Prices in some areas have broke 5 isk/unit and many low-sec areas easily in the high 4′s. In high-sec hubs there are regular orders of 3.8 isk/unit. The price for a jetcan of Veldspar then has broken 3 million and is rapidly approaching 3.2 million as I write this. Currently it takes amost twice as much Omber to equal Veldspar. I’ve updated the sidebar to reflect the price changes. Interestingly enough, the other minerals have mostly fallen in the wake of tritanium’s climb.

In other mining news, my corpmates and I have noticed that there seems to be an overall decrease in the size of asteroids available. Due to heavy mining, many belts are being kept in a perpetual state of regeneration and only about 50% full. It means more work as we try to keep up with production demands and resource management.

On an unrelated note: shout out to Kyle Langdon and his Journeys In EVE who recently stumbled across Our EVE here. Update the Isk/Jetcan and you misspelled my name!