Guide to Tech 3 Production

To build Tech 3 ships, you need materials and blueprints.

Building a T3 ship from the raw materials found in W-space is a 3 step process. The first step is to react harvested fullerites to fullerenes. The second step uses the reacted fullerenes together with ancient salvage to create components. The final step requires a few components to create T3 subsystems. A T3 hull requires significantly more components as well as the expensive Emergent Neurovisual Interface component.

Building a T3 ship also requires blueprints. Blueprints for the reactions and components are sold by NPCs for about 14 million and 10 million respectively. Blueprints for the actual subsystems and hulls have to be reverse engineered in a reverse engineering lab using ancient relics, a decryptor, some datacores and a R.A.M. - Hybrid Technology.

The original dev blog about T3 production can be found here. There is also a picture illustrating the processes. Note, however, that unlike it is described in that picture, Hybrid Polymer reactions are seeded on the market now, and not obtained from Sleeper hacking sites anymore.

Overview

Materials for T3 production

Raw materials

There are several types of materials that have to be acquired from W-space. These are:

Type Used in Acquired by means of
Fullerites Polymer reactions Gas harvesting at Ladar sites (???)
Ancient Salvage Components manufacturing Salvaging Sleeper wrecks
Relics, decryptors, datacores, RAM Hybrid Tech Reverse engineering Using codebreakers and analyzers at radar / magnetometric sites (???)

Note that there is no BPO for R.A.M. - Hybrid Technology, which means that they cannot be manufactured by players unlike normal R.A.M.

Gas harvesting

To harvest gas, one or more Gas Harvester modules are needed. The T1 variant mines 10 m3, while the T2 variant mines 20 m3. This amount supposedly cannot be modified in any way, though this is not confirmed (mining laser upgrades and/or leadership bonuses).

The nine different fullerites all have a different volume, which is also an indication of their rarity. That is, the lower the volume, the more common the fullerite.

Fullerite Volume
Fullerite C-28 4.0
Fullerite C-32 10.0
Fullerite C-320 10.0
Fullerite C-50 1.0
Fullerite C-540 10.0
Fullerite C-60 1.0
Fullerite C-70 1.0
Fullerite C-72 4.0
Fullerite C-84 4.0

Polymers (Fullerenes)

There are nine different types of polymers, which are all created using a Polymer Reactor Array. A polymer reactor is a POS module that can only be anchored in 0.3 space or lower, just like a normal reactor. Each polymer reaction requires two fullerites and one mineral and takes one hour to complete one cycle. The fullerites are stored in a Biochemical Silo, minerals in a normal Silo and the output in a Hybrid Polymer Silo. Blueprints for the reactions go in the reactor, and are available from NPCs for about 14 million ISK. There are no skill requirements needed to create polymers. Anchoring II is needed to anchor the reactor array. Fitting of the different structures is shown below. A full polymer reaction setup will fit on any medium tower with CPU to spare.

Structure CPU PG
Biochemical Silo 250 50,000
Silo 500 50,000
Polymer Reactor Array 1,500 125,000
Hybrid Polymer Silo 250 50,000

Below is a list of all polymer reactions, and in brackets the quantities produced and consumed per cycle. Using a basic POS setup (no extra silos) a reaction can typically run for about one day before the input silos need refilling, or the output silos need emptying. Given however the relatively light fitting of the silos and the rarity of the materials, this shouldn't be a problem.

Polymer Fullerite 1 Fullerite 2 Mineral
C3-FTM Acid (2) Fullerite-C84 (100) Fullerite-C540 (100) Megacyte (80)
Carbon-86 Epoxy Resin (8) Fullerite-C32 (100) Fullerite-C320 (100) Zydrine (30)
Fullerene Intercalated Graphite (120) Fullerite-C60 (100) Fullerite-C70 (100) Mexallon (600)
Fulleroferrocene (1000) Fullerite-C50 (200) Fullerite-C60 (100) Tritanium (1000)
Graphene Nanoribbons (30) Fullerite-C28 (100) Fullerite-C32 (100) Nocxium (100)
Lathanum Metallofullerene (60) Fullerite-C70 (100) Fullerite-C84 (100) Nocxium (200)
Methanofullerene (80) Fullerite-C70 (100) Fullerite-C72 (100) Isogen (300)
PPD Fullerene Fibers (250) Fullerite-C50 (300) Fullerite-C60 (100) Pyerite (800)
Scandium Metallofullerene (40) Fullerite-C28 (100) Fullerite-C72 (100) Zydrine (25)

Components

There are eleven different components which, unlike the T2 components, are not split up by race. To build components, assorted science skills are needed at level 2, as well as Industry V. Components consist of approximately 80% polymers and 20% ancient salvage. Components can be built at any station with manufacturing facilities, as well as the Component Assembly Array (can be anchored in highsec). Blueprints of all components are sold by NPCs for 10 million ISK, and ME and PE research as well as copying is possible.

Below is a list of all components and the polymers and salvage that is needed to build the components. Quantities needed are indicated in brackets and are for an ME 0 BPO. However, because of the low amounts involved, it is likely that ME research has no effect, and cannot reduce the quantities needed.

Component Polymers Salvage
Electromechanical
Interface Nexus
Graphene Nanoribbons (5)
Lathanum Metallofullerene (10)
PPD Fullerene Fibers (10)
Cartesian Temporal Coordinator (1)
Electromechanical Hull Sheeting (5)
Modified Fluid Router (3)
Powdered C-540 Graphite (1)
Emergent
Neurovisual
Interface
C3-FTM Acid (5)
Lathanum Metallofullerene (5)
PPD Fullerene Fibers (5)
Central System Controller (1)
Defensive Control Node (1)
Emergent Combat Intelligence (1)
Jump Drive Control Nexus (1)
Thermoelectric Catalysts (1)
Fullerene
Intercalated
Sheets
Fullerene Intercalated Graphite (2)
Fulleroferrocene (30)
PPD Fullerene Fibers (5)
Melted Nanoribbons (2)
Modified Fluid Router (5)
Neurovisual Input Matrix (2)
Powdered C-540 Graphite (4)
Fulleroferrocene
Power Conduits
Carbon-86 Epoxy Resin (4)
Fulleroferrocene (25)
Methanofullerene (15)
PPD Fullerene Fibers (10)
Electromechanical Hull Sheeting (5)
Modified Fluid Router (4)
Neurovisual Input Matrix (4)
Powdered C-540 Graphite (3)
Metallofullerene
Plating
Fulleroferrocene (15)
PPD Fullerene Fibers (4)
Electromechanical Hull Sheeting (5)
Modified Fluid Router (4)
Nanowire
Composites
Fulleroferrocene (10)
PPD Fullerene Fibers (2)
Electromechanical Hull Sheeting (3)
Modified Fluid Router (3)
Neurovisual
Output Analyzer
Carbon-86 Epoxy Resin (10)
Fulleroferrocene (50)
Scandium Metallofullerene (10)
Electromechanical Hull Sheeting (10)
Melted Nanoribbons (4)
Modified Fluid Router (4)
Powdered C-540 Graphite (4)
Optimized
Nano-engines
Graphene Nanoribbons (5)
Lathanum Metallofullerene (10)
PPD Fullerene Fibers (10)
Electromechanical Hull Sheeting (5)
Fused Nanomechanical Engines (1)
Modified Fluid Router (3)
Powdered C-540 Graphite (1)
Reconfigured
Subspace
Calibrator
Fulleroferrocene (10)
Graphene Nanoribbons (5)
Lathanum Metallofullerene (10)
Electromechanical Hull Sheeting (5)
Modified Fluid Router (3)
Powdered C-540 Graphite (1)
Resonance Calibration Matrix (1)
Reinforced
Metallofullerene
Alloys
Fullerene Intercalated Graphite (10)
Graphene Nanoribbons (5)
Scandium Metallofullerene (10)
Electromechanical Hull Sheeting (5)
Heuristic Selfassemblers (1)
Modified Fluid Router (3)
Powdered C-540 Graphite (1)
Warfare
Computation
Core
Fullerene Intercalated Graphite (10)
Graphene Nanoribbons (5)
Scandium Metallofullerene (10)
Electromechanical Hull Sheeting (5)
Emergent Combat Analyzer (1)
Modified Fluid Router (3)
Powdered C-540 Graphite (1)

Note that the blueprint for the Emergent Neurovisual Interface is actually called “Emergent Neuroptical Interface Blueprint”

Subsystems and Hulls

Subsystems are manufactured from exactly 5 different components and can only be built in a Subsystem Assembly Array (can be anchored in highsec). It should also be possible to build them in 0.0 outposts; that however needs confirmation. Because a subsystem only needs 5 components, they should be quite cheap, at least compared to the hull. To build a subsystem, the following skills are needed:

  • <race> Starship Engineering IV
  • Cruiser Construction IV
  • <type> Subsystem Technology I
  • One of the science skills IV
  • Jury Rigging V

The specific Subsystem Technology skills are new skills that have the following prerequisites:

  • Defensive Subsystems
    • Research V
    • Nanite Engineering IV
  • Electronics Subsystems
    • Research V
    • Electronic Engineering IV
  • Engineering Subsystems
    • Research V
    • High Energy Physics IV
  • Offensive Subsystems
    • Research V
    • High Energy Physics IV
  • Propulsion Subsystems
    • Research V
    • Graviton Physics IV

Hulls on the other hand need significantly more components. Like subsystems, hulls can only be built in a Subsystem Assembly Array and possibly 0.0 outposts. Skills needed for building a hull are:

  • <race> Starship Engineering V
  • Cruiser Construction V
  • Industry V
  • Mechanical Engineering IV

There are no differences in materials for the different versions of the same subsystem types. That is, a Legion Defensive - Adaptive Augmenter needs exactly the same kind and amount of components as a Legion Defensive - Augmented Plating subsystem. There are also no racial differences: a Legion Defensive - Augmented Plating subsystem also has exactly the same material requirements as a Tengu Defensive - Adaptive Shielding subsystems.

The same holds for the hulls: a Legion needs exactly the same types and amounts of components as a Loki, Proteus or Tengu.

Blueprints

The blueprints for the components as well as the reaction blueprints are sold by NPCs on the market for about 14 million and 10 million respectively. The blueprints for subsystems and hulls come from reverse engineering relics. The process of reverse engineering is straightforward and resembles invention a bit.

Reverse engineering can only be done in an Experimental Laboratory (can be anchored in highsec), which needs 500 CPU and 100,000 PG. It can possibly also be done at a Caldari Research Outpost, though that is unconfirmed.

Items

The following items are needed for reverse engineering. All items are required, and all items are consumed in the process:

  • An ancient relic
  • 2x three datacores, depending on the type of relic
  • One of four special decryptors, to select the race
  • One R.A.M. - Hybrid Technology

There are six different ancient relics, and each one comes in 3 flavours: Intact, Malfunctioning and Wrecked. The difference between the 3 flavours is a different base chance of success. The relics are:

  • Armor Nanobot
  • Electromechanical Component
  • Hull Section
  • Power Cores
  • Thruster sections
  • Weapon Subroutines

The datacores that are needed depend on the type of relic:

  • Armor Nanobot
    • Datacore - Defensive Subsystems Engineering
    • Datacore - Hydromagnetic Physics
  • Electromechanical Component
    • Datacore - Electronic Subsystems Engineering
    • Datacore - Electronic Engineering
  • Hull Section
    • Datacore - Mechanical Engineering
    • Datacore - Plasma Physics
  • Power Cores
    • Datacore - Engineering Subsystems Engineering
    • Datacore - Quantum Physics
  • Thruster sections
    • Datacore - Propulsion Subsystems Engineering
    • Datacore - Rocket Science
  • Weapon Subroutines
    • Datacore - Offensive Subsystems Engineering
    • Datacore - Plasma Physics

There are four special reverse engineering decryptors, that were designed at a moment where inspiration was severely lacking. Their function is to select which race's subsystem or hull you want to get:

  • Amarr Hybrid Tech Decryptor
  • Caldari Hybrid Tech Decryptor
  • Gallente Hybrid Tech Decryptor
  • Minmatar Hybrid Tech Decryptor

Skills

Like invention, the skills needed for reverse engineering match the datacores:

  • Armor Nanobot
    • Defensive Subsystem Technology I
    • Hydromagnetic Physics I
  • Electromechanical Component
    • Electronic Subsystem Technology I
    • Electronic Engineering I
  • Hull Section
    • Mechanical Engineering I
    • Plasma Physics I
  • Power Cores
    • Engineering Subsystem Technology I
    • Quantum Physics I
  • Thruster sections
    • Propulsion Subsystem Technology I
    • Rocket Science I
  • Weapon Subroutines
    • Offensive Subsystem Technology I
    • Plasma Physics I

Unlike invention however, there is no racial skill required. All relics instead require Reverse Engineering I. Given that reverse engineering is chance based, it would make sense that like invention, higher levels in these skills increase the chance for success.

Results

The results of reverse engineering are fairly random. A reverse engineering job can be succesful, or not. If it was not succesful, you do not lose everything. You get one of the inputs back, but it is not possible to get the relic back. Note that you get -one- of the inputs back: if you get the datacores, you get only one datacore. As a reverse engineering job needs 3 datacores, you still lose 2 datacores.

When succesful, the BPC you get depends on the relic and decryptor that was used, but are straightforward, and match the skills required for reverse engineering the relic. For example, succesfully reverse engineering a Hull section will give you a hull BPC. The BPC will always have ME 0 and PE 0, and have 3 runs.

However, the results are still random in the version of the subsystem. For example, reverse engineering a Power Cores relic with an Gallente Hybrid Tech Decryptor will, when succesful, yields either an Augmented Capacitor Reservoir, Capacitor Regeneration Matrix or Power Core Multiplier BPC.

guides/t3production.txt · Last modified: 2009/04/04 13:15 by Burchov
Recent changes RSS feed Creative Commons License Donate Driven by DokuWiki