In EVE Online, industry is the backbone of the game’s player-driven economy. Almost every item in the game — from the smallest ammo to the biggest ships — is built by players. This guide will help you understand how to start producing your own items, making ISK (money), and possibly building an industrial empire.


🔹 What Is Industry?

Industry in EVE includes several connected systems:

Industry ActivityDescription
ManufacturingTurning materials into ships, ammo, drones, etc.
MiningExtracting ore from asteroids.
ReprocessingRefining ore into usable minerals.
ResearchImproving blueprints to save time/materials.
InventionCreating Tech II blueprint copies (advanced items).
Planetary IndustryExtracting and refining materials from planets.

This guide will mostly focus on manufacturing, the heart of industry.


🧱 Step 1: Understanding Blueprints

All manufacturing is based on Blueprints — your “recipes” for crafting items.

Types of Blueprints:

  • BPO (Blueprint Original): Permanent and can be researched/improved.
  • BPC (Blueprint Copy): Limited-use, often for Tech II or quick production.

Where to Get Blueprints:

  • BPOs from NPC stations (market).
  • BPCs from contracts, missions, data sites, or player corporations.

Start with T1 (Tech I) blueprints: ammo, drones, frigates, or modules.


⛏️ Step 2: Getting Materials

Most industry jobs require minerals, obtained by:

🔸 Mining & Reprocessing:

  • Mine ore in a ship (e.g. Venture).
  • Reprocess ore at a station or structure with reprocessing services.
  • Train skills: Reprocessing, Reprocessing Efficiency, and relevant ore skills.

🔸 Buying on the Market:

  • Easier and faster than mining.
  • Check prices at major trade hubs (e.g. Jita 4-4).
  • Use the Industry window to see exact material needs.

🛠️ Step 3: Setting Up a Manufacturing Job

Once you have a blueprint and materials, here’s how to manufacture:

  1. Open the Industry Window (Alt + S or top menu).
  2. Select your blueprint.
  3. Choose the Manufacturing tab.
  4. Select the facility (station or player structure with manufacturing service).
  5. Enter the number of runs.
  6. Click Start to begin the job.

Job time and material cost vary by item and your skills.


📚 Step 4: Train These Skills First

To get started, train the following industry skills:

SkillWhy It Matters
IndustryReduces manufacturing time.
Mass ProductionAllows more concurrent jobs.
Advanced IndustryFurther reduces job time.
ReprocessingImproves ore refining yield.
ScienceUnlocks research, invention later.

Start with:

  • Industry to 3+
  • Mass Production to 2+

💰 Step 5: Making Profit from Industry

Start Small:

  • Build ammo, drones, or modules.
  • Fast build times, steady demand, low risk.

How to Check Profitability:

Use these tools:

Compare:

  • Material cost + job fees
  • Market sell price
  • Profit margin

Selling:

  • Use Sell Orders in major hubs (e.g. Jita, Amarr, Dodixie).
  • Avoid Immediate Sell — you’ll lose ISK.

🏭 Step 6: Expand Your Operations

Once you’re comfortable with T1 items:

🚀 Try:

  • Tech II production (requires Invention).
  • Shipbuilding (frigates → cruisers).
  • Blueprint research (improves efficiency).
  • Planetary Industry (extracts materials for building).
  • Remote manufacturing using Supply Chain Management skill.

Join an Industry Corporation:

  • Access to player-owned structures with lower job fees and taxes.
  • Help with logistics, BPCs, hauling, and more.

⚙️ Example Beginner Project: Build and Sell Hobgoblin I Drones

  1. Buy Hobgoblin I BPO from NPC station.
  2. Train Industry and Mass Production to level 3.
  3. Buy minerals from market (Tritanium, Pyerite, Mexallon).
  4. Find a station with 🏭 manufacturing facility.
  5. Build 10–100 drones.
  6. Sell at Dodixie or Jita.

Simple, low-cost, and always in demand.


🔗 Helpful Resources


✅ Final Tips

Track your costs — material, job, taxes, logistics.

Start small, reinvest profits.

Specialize in a few items you understand.

Watch the market regularly — prices change fast.

Don’t rush into Tech II or ships — build up capital and experience.