<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.eve-emu.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sevey</id>
	<title>EVE-EMU Universe Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.eve-emu.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sevey"/>
	<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php/Special:Contributions/Sevey"/>
	<updated>2026-08-03T22:55:52Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.8</generator>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=Drifter_Wormholes&amp;diff=194522</id>
		<title>Drifter Wormholes</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=Drifter_Wormholes&amp;diff=194522"/>
		<updated>2026-07-29T13:31:42Z</updated>

		<summary type="html">&lt;p&gt;Sevey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Drifter Wormholes ==&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Drifter wormholes&#039;&#039;&#039; (Unidentified Wormholes leading to Sentinel, Barbican, Vidette, Conflux, or Redoubt hive systems) represent one of the single largest security risks to corporation [[Rorqual]] and capital mining operations. Unlike standard wormhole connections, Drifter holes can spawn directly into active mining systems and allow hostiles quick, unmonitored ingress across vast distances.&lt;br /&gt;
Before any &#039;&#039;&#039;Industrial Core&#039;&#039;&#039; is activated on a mining grid, all designated Drifter wormholes within the system must be systematically reduced to a &#039;&#039;&#039;Critical (&amp;quot;Crit&amp;quot;)&#039;&#039;&#039; mass state or rolled (collapsed) entirely.&lt;br /&gt;
This document serves as the official &#039;&#039;&#039;FALSE GODS Corporation Standard Operating Procedure (SOP)&#039;&#039;&#039; for identifying, pinging, managing, and rolling Drifter wormholes safely.&lt;br /&gt;
=== Operational Objectives ===&lt;br /&gt;
&#039;&#039;&#039;Primary Goal:&#039;&#039;&#039; Reduce target Drifter wormholes to Critical state (&amp;lt;10% remaining mass) immediately upon discovery to restrict heavy hostile fleets from bridging, jumping, or projecting power into home space.&lt;br /&gt;
&#039;&#039;&#039;Secondary Goal:&#039;&#039;&#039; Ensure total safety of roller pilots, minimizing ship and pod losses through strict ping management, out-hole bookmarking, proper ship fittings, and disciplined mass tracking.&lt;br /&gt;
== Standing Orders &amp;amp; Mandatory Protocols ==&lt;br /&gt;
All corporation members and pilots operating in home space must strictly adhere to the following standing rules regarding Drifter connections:&lt;br /&gt;
&#039;&#039;&#039;IMMEDIATE ACTION (NO EXCEPTIONS):&#039;&#039;&#039; All Drifter wormholes found in home space must be brought to Critical Mass (crit) immediately upon discovery prior to high-value industrial deployments.&lt;br /&gt;
&#039;&#039;&#039;PRIORITY OVERRIDE:&#039;&#039;&#039; If you scan down or identify an active Drifter connection, temporarily pause non-critical individual activities (ratting, mining, local industrial transport), mobilize an approved rolling vessel, bring the connection to critical status, and then resume normal operations.&lt;br /&gt;
&#039;&#039;&#039;CRIT AND HOLD:&#039;&#039;&#039; Do not leave a Drifter connection un-crit while waiting for others. Unless explicitly instructed by an Operations Director or Fleet Commander (FC) to collapse/close the hole completely, reduce it to Stage 3 (Critically Disrupted), cease rolling, and hold position or report.&lt;br /&gt;
&#039;&#039;&#039;MANDATORY INTEL REPORTING:&#039;&#039;&#039; The moment the hole reaches critical status, you MUST post an intel report in the corp/alliance intel channels. Include:&lt;br /&gt;
#* System Name &amp;amp; Nearest Celestial / Grid Bookmark&lt;br /&gt;
#* Wormhole Signature ID &amp;amp; Type (e.g., S877, V928, B735)&lt;br /&gt;
#* Status Confirmation: &#039;&#039;&#039;CRIT COMPLETE&#039;&#039;&#039;&lt;br /&gt;
== System Network &amp;amp; Wormhole Signatures ==&lt;br /&gt;
Drifter systems feature specific signature designations based on the destination hive system. Each Drifter hive system acts as a central hub connecting dozens of K-Space systems alongside static C1–C6 wormholes.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
! Wormhole Name !! K-Space Sig !! J-Type Designation !! System Effect !! Controlling NPC Faction !! Hive System Name&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vidette&#039;&#039;&#039; || V928 || J164710 || Magnetar || Amarr Empire || Sanctified Vidette&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Redoubt&#039;&#039;&#039; || R259 || J174618 || Wolf-Rayet || Triglavian Collective || Azdaja Redoubt&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sentinel&#039;&#039;&#039; || S877 || J055520 || Red Giant || EDENCOM || Sentinel MZ&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Barbican&#039;&#039;&#039; || B735 || J110145 || Cataclysmic Variable || Minmatar Republic || Liberated Barbican&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Conflux&#039;&#039;&#039; || C414 || J200727 || Pulsar || Caldari State || Conflux Eyrie&lt;br /&gt;
|}&lt;br /&gt;
=== Network Topography &amp;amp; Mass Properties ===&lt;br /&gt;
&#039;&#039;&#039;Total Connections:&#039;&#039;&#039; Each Drifter hive connects to 50–70 K-Space systems via Jove Observatories, plus 6 static wormholes to J-Space (Z647, D382, O477, Y683, N062, R474).&lt;br /&gt;
&#039;&#039;&#039;Spawn Mass Allowance:&#039;&#039;&#039; Standard Drifter connections (e.g., S877) spawn at approximately half of their maximum total capacity (~375,000,000 kg remaining capacity upon initial spawn out of a ~750M max base).&lt;br /&gt;
&#039;&#039;&#039;Maximum Single Jump Mass Limit:&#039;&#039;&#039; 300,000,000 kg (300M kg).&lt;br /&gt;
== Safety Requirements &amp;amp; Golden Rules ==&lt;br /&gt;
Before initiating any wormhole rolling operation, every pilot must strictly observe these core safety principles:&lt;br /&gt;
=== Golden Rules ===&lt;br /&gt;
&#039;&#039;&#039;Always Roll in an Empty Pod:&#039;&#039;&#039;&lt;br /&gt;
#* Never fly a rolling ship with implants, hardwires, or expensive clone setups.&lt;br /&gt;
#* If your ship is tackled by Drifter NPCs or hostile scouts, losing a blank clone costs nothing and enables an immediate home-station respawn.&lt;br /&gt;
&#039;&#039;&#039;Create an &amp;quot;Out Hole&amp;quot; Bookmark Inside Immediately:&#039;&#039;&#039;&lt;br /&gt;
#* As soon as you jump through into the Drifter system, create an OUT HOLE bookmark directly on the wormhole signature.&lt;br /&gt;
#* If the hole collapses prematurely or mass calculations fail, this bookmark provides your only safe visual reference to attempt an exit. Without it or a probe launcher, your only remaining option is self-destruct.&lt;br /&gt;
&#039;&#039;&#039;Always Carry Probes &amp;amp; Scanning Equipment:&#039;&#039;&#039;&lt;br /&gt;
#* Ensure your ship has a fitted [[Core Probe Launcher]] (or mobile depot with one in cargo) and a full set of probes.&lt;br /&gt;
&#039;&#039;&#039;Cloaking Capability Recommended:&#039;&#039;&#039;&lt;br /&gt;
#* A [[Covert Ops Cloaking Device]] or standard prototype cloak allows you to wait out Drifter NPC spawns or hostile camps safely on grid.&lt;br /&gt;
== Understanding Wormhole Mass States ==&lt;br /&gt;
Every wormhole possesses a maximum total mass capacity and an individual jump mass limit. As ships pass through, their mass is deducted from the wormhole&#039;s remaining allowance.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
! Mass State !! Remaining Mass (% Total) !! System Message / Visual Indicator !! Operational Status&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #d4edda; color: #155724; font-weight: bold;&amp;quot; | Fresh&lt;br /&gt;
| 100% – 50%&lt;br /&gt;
| &#039;&#039;&amp;quot;This wormhole has not yet had its stability significantly disrupted by ships passing through it.&amp;quot;&#039;&#039; Normal visual aperture size.&lt;br /&gt;
Unsafe — Hostile fleets can easily pass through.&lt;br /&gt;
style=&amp;quot;background-color: #fff3cd; color: #856404; font-weight: bold;&amp;quot;&lt;br /&gt;
50% – 10%&lt;br /&gt;
&#039;&#039;&amp;quot;This wormhole has had its stability reduced by ships passing through it, but not to a critical level.&amp;quot;&#039;&#039; Aperture visually shrinks.&lt;br /&gt;
Active Rolling — Exercise caution, prepare mass calculations.&lt;br /&gt;
-&lt;br /&gt;
style=&amp;quot;background-color: #f8d7da; color: #721c24; font-weight: bold;&amp;quot;&lt;br /&gt;
Less than 10%&lt;br /&gt;
&#039;&#039;&amp;quot;This wormhole has had its stability critically disrupted by the passage of ships and is on the verge of collapse.&amp;quot;&#039;&#039; Aperture pulses heavily and visibly distorts.&lt;br /&gt;
&#039;&#039;&#039;TARGET STATE&#039;&#039;&#039; — Hostile heavy fleets cannot jump without collapsing the connection on their lead ships.&lt;br /&gt;
}&lt;br /&gt;
== Drifter NPC Behavior &amp;amp; Threat Matrix ==&lt;br /&gt;
Drifter NPCs utilize advanced AI dynamics that differ significantly from standard Sleeper rats. Understanding their priorities and combat parameters is critical for survival.&lt;br /&gt;
=== Drifter AI Priorities ===&lt;br /&gt;
&#039;&#039;&#039;Kill Players:&#039;&#039;&#039; They instantly lock and engage any uncloaked pilot on grid.&lt;br /&gt;
&#039;&#039;&#039;Loot Wrecks:&#039;&#039;&#039; They will burn toward destroyed ships or player wrecks to harvest them.&lt;br /&gt;
&#039;&#039;&#039;Return to Hole / Camp:&#039;&#039;&#039; Once idle, they return to the wormhole aperture to camp the location.&lt;br /&gt;
=== NPC Threat Table ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
! NPC Unit !! Location !! Threat Level !! Key Mechanics &amp;amp; EWAR&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Apollo / Artemis Tyrannos&#039;&#039;&#039; || K-Space / Drifter WHs || Critical || Overshield, 750k HP Doomsday superweapon, 1,300 DPS Omni damage, 3,500 m/s speed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Autothysian Lancer&#039;&#039;&#039; || Jove Observatories || Medium || Non-hostile unless aggressed or approached within 50km near observatories. &#039;&#039;&#039;Will pod capsuleers if aggressed.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Arithmos Tyrannos&#039;&#039;&#039; || C5/C6 Capital Escalations || Extremely High || 200 GJ/s Neuts, 4-point Warp Scramble, high tank, no Doomsday.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hikanta / Ladon / Mynos&#039;&#039;&#039; || Drifter Hive Sites || Critical || Mynos Scrambles at 11km (shuts down MWD/MJD); Ladon Webs; Strategos commands capital assets in Nexus Point.&lt;br /&gt;
|}&lt;br /&gt;
=== Grid Engagement Rules ===&lt;br /&gt;
If Drifter NPCs land or spawn on grid:&lt;br /&gt;
&#039;&#039;&#039;If Cloaked:&#039;&#039;&#039; Cloak immediately, align out, and wait for them to burn off grid.&lt;br /&gt;
&#039;&#039;&#039;If Uncloaked:&#039;&#039;&#039; Do NOT approach the wormhole directly while Drifters camp it. Warp away to your 10,000 km safe ping, wait for them to reposition, or utilize a cloak.&lt;br /&gt;
=== Aggro Clearing Protocol ===&lt;br /&gt;
If you accidentally trigger aggression from Autothysian Lancers or roaming Drifters across a system:&lt;br /&gt;
Dock at the local station/structure immediately.&lt;br /&gt;
Board a standard, cheap T1 frigate (do not use a corvette or pod).&lt;br /&gt;
Warp to the Jove Observatory / Drifter grid and allow the Lancers/Drifters to destroy the empty frigate.&lt;br /&gt;
Destruction of a player-owned frigate resets your character&#039;s entry in their system-wide aggression table.&lt;br /&gt;
== Step-by-Step Rolling Procedure ==&lt;br /&gt;
=== Step 1: Create a 10,000 km Safe Ping ===&lt;br /&gt;
Never warp directly to a Drifter wormhole from an in-system celestial or gate. Hostiles or Drifters can easily catch you on warp-in.&lt;br /&gt;
Board a fast interceptor, covert ops frigate, or fast shuttle.&lt;br /&gt;
Warp toward the wormhole at 100 km.&lt;br /&gt;
Pass through/past the wormhole and burn 10,000 km or more straight past it on the exact opposite side of your warp-in trajectory.&lt;br /&gt;
Save a bookmark named PING - WH Safe [10k km].&lt;br /&gt;
=== Step 2: Warp Alignment &amp;amp; Approach ===&lt;br /&gt;
Warp from your celestial or station directly to your 10,000 km Safe Ping.&lt;br /&gt;
From the Safe Ping, right-click the wormhole bookmark and select Warp to 85 km (or align toward it while cloaked).&lt;br /&gt;
By warping from the opposite vector via the ping, you land within jump range while bypassing potential Drifter camp bubbles and direct warp-in angles.&lt;br /&gt;
=== Step 3: Jump and Inside Setup ===&lt;br /&gt;
Jump Immediately: The grid inside the Drifter system is usually safer than lingering outside.&lt;br /&gt;
Bookmark Inside: Instantly create an OUT HOLE - [System Name] bookmark on the inside signature.&lt;br /&gt;
Check Grid: If Drifter NPCs or hostiles are present on the inside grid, activate your cloak immediately and hold position until clear.&lt;br /&gt;
=== Step 4: Execute Mass Passes ===&lt;br /&gt;
Using the calculated mass of your chosen roller ship (see [[#Ship Fits &amp;amp; Mass Specifications|Ship Mass Table below]]), execute controlled Hot (propulsion module ON) and Cold (propulsion module OFF) passes.&lt;br /&gt;
== Ship Fits &amp;amp; Mass Specifications ==&lt;br /&gt;
The primary approved rolling hulls are the Megathron (Heavy Roller), Sigil (Precision/Budget Roller), and Heavy Interdictor (HIC Precision Roller).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; text-align: center;&amp;quot;&lt;br /&gt;
! Hull Type !! Role !! Cold Mass (Prop OFF) !! Hot Mass (Prop ON) !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Megathron&#039;&#039;&#039;&lt;br /&gt;
| Heavy Mass Removal&lt;br /&gt;
| ~108,000,000 kg (108M)&lt;br /&gt;
| ~218,000,000 kg (218M)&lt;br /&gt;
Equipped with 500MN MWD + Mass Rig. Removes nearly double the mass of a Sigil per hot pass.&lt;br /&gt;
&#039;&#039;&#039;Sigil&#039;&#039;&#039;&lt;br /&gt;
Precision / Budget Finisher&lt;br /&gt;
~22,000,000 kg (22M)&lt;br /&gt;
~122,000,000 kg (122M)&lt;br /&gt;
Equipped with 100MN AB + Medium Higgs. Cheap, disposable, ideal for precision critting.&lt;br /&gt;
-&lt;br /&gt;
&#039;&#039;&#039;Heavy Interdictor (HIC)&#039;&#039;&#039;&lt;br /&gt;
High-Precision Finisher&lt;br /&gt;
~1,000,000 kg (1M w/ Entangler)&lt;br /&gt;
~66,000,000 kg (66M Hot)&lt;br /&gt;
Uses Zero-Point Mass Entangler with mass reduction script for near-zero return jump mass.&lt;br /&gt;
}&lt;br /&gt;
=== Fit 1: Alliance Heavy Megathron Roller ===&lt;br /&gt;
[Megathron, Alliance Roller Standard]&lt;br /&gt;
Damage Control II&lt;br /&gt;
Energized Adaptive Nano Membrane II&lt;br /&gt;
Energized Adaptive Nano Membrane II&lt;br /&gt;
10000mm Rolled Tungsten Compact Plates&lt;br /&gt;
Reinforced Bulkheads II&lt;br /&gt;
Reinforced Bulkheads II&lt;br /&gt;
Reinforced Bulkheads II&lt;br /&gt;
500MN Y-T8 Compact Microwarpdrive&lt;br /&gt;
Cap Recharger II&lt;br /&gt;
Cap Recharger II&lt;br /&gt;
Cap Recharger II&lt;br /&gt;
Core Probe Launcher I / Cloaking Device&lt;br /&gt;
[Empty High Slot]&lt;br /&gt;
[Empty High Slot]&lt;br /&gt;
[Empty High Slot]&lt;br /&gt;
Large Higgs Anchor I&lt;br /&gt;
Large Trimark Armor Pump I&lt;br /&gt;
Large Trimark Armor Pump I&lt;br /&gt;
=== Fit 2: Alliance Budget Sigil Precision Roller ===&lt;br /&gt;
[Sigil, Fixed Roller Precision]&lt;br /&gt;
Mark I Compact Reactor Control Unit&lt;br /&gt;
Mark I Compact Reactor Control Unit&lt;br /&gt;
Mark I Compact Reactor Control Unit&lt;br /&gt;
Mark I Compact Reactor Control Unit&lt;br /&gt;
Mark I Compact Reactor Control Unit&lt;br /&gt;
Mark I Compact Reactor Control Unit&lt;br /&gt;
100MN Y-S8 Compact Afterburner&lt;br /&gt;
Eutectic Compact Cap Recharger&lt;br /&gt;
Eutectic Compact Cap Recharger&lt;br /&gt;
Eutectic Compact Cap Recharger&lt;br /&gt;
Medium Higgs Anchor I&lt;br /&gt;
Mass Characteristics:&lt;br /&gt;
Cold Pass (AB Off): ~22M kg&lt;br /&gt;
Hot Pass (AB On) : ~122M kg&lt;br /&gt;
== Wormhole Mass Mathematics &amp;amp; Physics ==&lt;br /&gt;
=== Understanding S877 Drifter Wormhole Parameters ===&lt;br /&gt;
&#039;&#039;&#039;Average Total Mass:&#039;&#039;&#039; 750,000,000 kg (750M kg)&lt;br /&gt;
&#039;&#039;&#039;Variance Range (±10%):&#039;&#039;&#039; 675,000,000 kg – 825,000,000 kg (675M to 825M kg)&lt;br /&gt;
&#039;&#039;&#039;Maximum Single Jump Mass Limit:&#039;&#039;&#039; 300,000,000 kg (300M kg)&lt;br /&gt;
=== Mass Threshold Targets ===&lt;br /&gt;
To bring a standard 750M Drifter hole into desired mass states:&lt;br /&gt;
&#039;&#039;&#039;50% Reduced State:&#039;&#039;&#039; Triggered when remaining mass drops below 375M kg (or ~337M on a lower 675M variance roll).&lt;br /&gt;
&#039;&#039;&#039;10% Critical State Target:&#039;&#039;&#039; Triggered when remaining mass drops below 75M kg (or ~67M on lower variance).&lt;br /&gt;
=== Polarization Timer Warning ===&lt;br /&gt;
Every time a ship jumps a wormhole, it receives a 5-minute polarization timer for that specific wormhole connection.&lt;br /&gt;
DO NOT attempt to re-enter a wormhole while polarized; your ship will be stuck on grid for up to 5 minutes, leaving you completely vulnerable to Drifter NPCs or hostile tackle.&lt;br /&gt;
== Standard Operating Rolling Combinations ==&lt;br /&gt;
To reliably reach Critical state without accidentally collapsing the wormhole on the wrong side, utilize these pre-calculated pass combinations:&lt;br /&gt;
=== Combination A: Heavy Megathron Sequence (Fast Method) ===&lt;br /&gt;
&#039;&#039;&#039;Pass 1 (OUT):&#039;&#039;&#039; Megathron Hot (~218M removed) → Remaining: ~532M&lt;br /&gt;
&#039;&#039;&#039;Pass 2 (IN):&#039;&#039;&#039; Megathron Hot (~218M removed) → Remaining: ~314M (&#039;&#039;&#039;Hole enters Reduced State&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;&#039;Pass 3 (OUT):&#039;&#039;&#039; Megathron Cold (~108M removed) → Remaining: ~206M&lt;br /&gt;
&#039;&#039;&#039;Pass 4 (IN):&#039;&#039;&#039; Sigil Hot (~122M removed) → Remaining: ~84M&lt;br /&gt;
&#039;&#039;&#039;Pass 5 (OUT):&#039;&#039;&#039; Sigil Cold (~22M removed) → Remaining: ~62M (&#039;&#039;&#039;Hole Enters Critical State&#039;&#039;&#039;)&lt;br /&gt;
=== Combination B: Sigil Precision Sequence (Safe Method) ===&lt;br /&gt;
&#039;&#039;&#039;Pass 1 (OUT):&#039;&#039;&#039; Sigil Hot (122M)&lt;br /&gt;
&#039;&#039;&#039;Pass 2 (IN):&#039;&#039;&#039; Sigil Hot (122M)&lt;br /&gt;
&#039;&#039;&#039;Pass 3 (OUT):&#039;&#039;&#039; Sigil Hot (122M)&lt;br /&gt;
&#039;&#039;&#039;Pass 4 (IN):&#039;&#039;&#039; Sigil Hot (122M) → Total removed: 488M (&#039;&#039;&#039;Hole visually Reduced&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;&#039;Pass 5 (OUT):&#039;&#039;&#039; Sigil Cold (22M)&lt;br /&gt;
&#039;&#039;&#039;Pass 6 (IN):&#039;&#039;&#039; Sigil Hot (122M) → Remaining: ~118M&lt;br /&gt;
&#039;&#039;&#039;Pass 7 (OUT):&#039;&#039;&#039; Sigil Cold (22M) → Remaining: ~96M (&#039;&#039;&#039;Evaluate / Enter Critical&#039;&#039;&#039;)&lt;br /&gt;
== Safety Checklist ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color: #28a745; color: white;&amp;quot; | ALWAYS DO&lt;br /&gt;
! style=&amp;quot;background-color: #dc3545; color: white;&amp;quot; | NEVER DO&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Roll in a completely empty clone/pod.&lt;br /&gt;
Create a 10,000 km+ Safe Ping on opposite side of warp-in.&lt;br /&gt;
Create an &amp;quot;Out Hole&amp;quot; bookmark immediately upon jumping inside.&lt;br /&gt;
Jump immediately upon landing within range.&lt;br /&gt;
Use a Sigil or HIC for final precision mass reduction.&lt;br /&gt;
Track polarization timers using standard UI elements.&lt;br /&gt;
|&lt;br /&gt;
Warp directly to a wormhole at 0 km or 10 km from a celestial.&lt;br /&gt;
Ignore active polarization timers.&lt;br /&gt;
Assume published wormhole mass numbers are 100% exact (always account for ±10%).&lt;br /&gt;
Go AFK while sitting on a wormhole grid.&lt;br /&gt;
Roll without probes or scan capability fitted/in cargo.&lt;br /&gt;
Roll using high-value implants or capital hulls.&lt;br /&gt;
|}&lt;br /&gt;
== External Tools &amp;amp; Alliance Resources ==&lt;br /&gt;
&#039;&#039;&#039;WHCalc Wormhole Mass Calculator:&#039;&#039;&#039; [https://whcalc.vtxg.org/ https://whcalc.vtxg.org/] — &#039;&#039;Interactive tool for calculating precise Hot/Cold pass combinations.&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Anoik Wormhole Database:&#039;&#039;&#039; [https://anoik.is/wormholes https://anoik.is/wormholes] — &#039;&#039;Comprehensive reference for Drifter hole mass limits, statics, and effects.&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Visual Rolling Guide:&#039;&#039;&#039; [https://learningtoeve.wordpress.com/2020/11/28/wormhole-rolling-a-visual-guide/ Learning to EVE: Wormhole Rolling] — &#039;&#039;Diagrams and entry-level rolling physics.&#039;&#039;&lt;br /&gt;
== FALSE GODS Operational Directive ==&lt;br /&gt;
Before any scheduled moon mining, industrial fleet, or Rorqual deployment:&lt;br /&gt;
&#039;&#039;&#039;Fleet Scout/Roller Verification:&#039;&#039;&#039; Designated rollers must scan out all active Drifter signatures in the target system.&lt;br /&gt;
&#039;&#039;&#039;Crit or Close Standard:&#039;&#039;&#039; Every Drifter hole must be reduced to Critical or Collapsed Completely.&lt;br /&gt;
&#039;&#039;&#039;Fleet Hold Directive:&#039;&#039;&#039; Rorquals and Orcas SHALL NOT activate Industrial Cores or undock heavy capital assets until completion is explicitly confirmed by the Operations Director in the Moon Operations corp/alliance channel.&lt;br /&gt;
&#039;&#039;Remember: An unrolled Drifter hole is an open highway directly into our home space. Spending 10 extra minutes to crit or close a connection protects billions in alliance and corp assets.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Sevey</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=Drifter_Wormholes&amp;diff=194521</id>
		<title>Drifter Wormholes</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=Drifter_Wormholes&amp;diff=194521"/>
		<updated>2026-07-29T13:29:53Z</updated>

		<summary type="html">&lt;p&gt;Sevey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TOC&lt;br /&gt;
{{Infobox SOP&lt;br /&gt;
|title       = FALSE GODS Drifter Wormhole Critical &amp;amp; Rolling Guide&lt;br /&gt;
|version     = 1.2 (Consolidated SOP)&lt;br /&gt;
|author      = Operations Directorate&lt;br /&gt;
|applies_to  = All Rorqual &amp;amp; Mining Fleet Directors, Wormhole Rollers, Subcap Pilots, Scouts&lt;br /&gt;
|status      = MANDATORY&lt;br /&gt;
}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Drifter wormholes&#039;&#039;&#039; (Unidentified Wormholes leading to Sentinel, Barbican, Vidette, Conflux, or Redoubt hive systems) represent one of the single largest security risks to corporation [[Rorqual]] and capital mining operations. Unlike standard wormhole connections, Drifter holes can spawn directly into active mining systems and allow hostiles quick, unmonitored ingress across vast distances.&lt;br /&gt;
Before any &#039;&#039;&#039;Industrial Core&#039;&#039;&#039; is activated on a mining grid, all designated Drifter wormholes within the system must be systematically reduced to a &#039;&#039;&#039;Critical (&amp;quot;Crit&amp;quot;)&#039;&#039;&#039; mass state or rolled (collapsed) entirely.&lt;br /&gt;
This document serves as the official &#039;&#039;&#039;FALSE GODS Corporation Standard Operating Procedure (SOP)&#039;&#039;&#039; for identifying, pinging, managing, and rolling Drifter wormholes safely.&lt;br /&gt;
=== Operational Objectives ===&lt;br /&gt;
&#039;&#039;&#039;Primary Goal:&#039;&#039;&#039; Reduce target Drifter wormholes to Critical state (&amp;lt;10% remaining mass) immediately upon discovery to restrict heavy hostile fleets from bridging, jumping, or projecting power into home space.&lt;br /&gt;
&#039;&#039;&#039;Secondary Goal:&#039;&#039;&#039; Ensure total safety of roller pilots, minimizing ship and pod losses through strict ping management, out-hole bookmarking, proper ship fittings, and disciplined mass tracking.&lt;br /&gt;
== Standing Orders &amp;amp; Mandatory Protocols ==&lt;br /&gt;
All corporation members and pilots operating in home space must strictly adhere to the following standing rules regarding Drifter connections:&lt;br /&gt;
&#039;&#039;&#039;IMMEDIATE ACTION (NO EXCEPTIONS):&#039;&#039;&#039; All Drifter wormholes found in home space must be brought to Critical Mass (crit) immediately upon discovery prior to high-value industrial deployments.&lt;br /&gt;
&#039;&#039;&#039;PRIORITY OVERRIDE:&#039;&#039;&#039; If you scan down or identify an active Drifter connection, temporarily pause non-critical individual activities (ratting, mining, local industrial transport), mobilize an approved rolling vessel, bring the connection to critical status, and then resume normal operations.&lt;br /&gt;
&#039;&#039;&#039;CRIT AND HOLD:&#039;&#039;&#039; Do not leave a Drifter connection un-crit while waiting for others. Unless explicitly instructed by an Operations Director or Fleet Commander (FC) to collapse/close the hole completely, reduce it to Stage 3 (Critically Disrupted), cease rolling, and hold position or report.&lt;br /&gt;
&#039;&#039;&#039;MANDATORY INTEL REPORTING:&#039;&#039;&#039; The moment the hole reaches critical status, you MUST post an intel report in the corp/alliance intel channels. Include:&lt;br /&gt;
#* System Name &amp;amp; Nearest Celestial / Grid Bookmark&lt;br /&gt;
#* Wormhole Signature ID &amp;amp; Type (e.g., S877, V928, B735)&lt;br /&gt;
#* Status Confirmation: &#039;&#039;&#039;CRIT COMPLETE&#039;&#039;&#039;&lt;br /&gt;
== System Network &amp;amp; Wormhole Signatures ==&lt;br /&gt;
Drifter systems feature specific signature designations based on the destination hive system. Each Drifter hive system acts as a central hub connecting dozens of K-Space systems alongside static C1–C6 wormholes.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
! Wormhole Name !! K-Space Sig !! J-Type Designation !! System Effect !! Controlling NPC Faction !! Hive System Name&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vidette&#039;&#039;&#039; || V928 || J164710 || Magnetar || Amarr Empire || Sanctified Vidette&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Redoubt&#039;&#039;&#039; || R259 || J174618 || Wolf-Rayet || Triglavian Collective || Azdaja Redoubt&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sentinel&#039;&#039;&#039; || S877 || J055520 || Red Giant || EDENCOM || Sentinel MZ&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Barbican&#039;&#039;&#039; || B735 || J110145 || Cataclysmic Variable || Minmatar Republic || Liberated Barbican&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Conflux&#039;&#039;&#039; || C414 || J200727 || Pulsar || Caldari State || Conflux Eyrie&lt;br /&gt;
|}&lt;br /&gt;
=== Network Topography &amp;amp; Mass Properties ===&lt;br /&gt;
&#039;&#039;&#039;Total Connections:&#039;&#039;&#039; Each Drifter hive connects to 50–70 K-Space systems via Jove Observatories, plus 6 static wormholes to J-Space (Z647, D382, O477, Y683, N062, R474).&lt;br /&gt;
&#039;&#039;&#039;Spawn Mass Allowance:&#039;&#039;&#039; Standard Drifter connections (e.g., S877) spawn at approximately half of their maximum total capacity (~375,000,000 kg remaining capacity upon initial spawn out of a ~750M max base).&lt;br /&gt;
&#039;&#039;&#039;Maximum Single Jump Mass Limit:&#039;&#039;&#039; 300,000,000 kg (300M kg).&lt;br /&gt;
== Safety Requirements &amp;amp; Golden Rules ==&lt;br /&gt;
Before initiating any wormhole rolling operation, every pilot must strictly observe these core safety principles:&lt;br /&gt;
=== Golden Rules ===&lt;br /&gt;
&#039;&#039;&#039;Always Roll in an Empty Pod:&#039;&#039;&#039;&lt;br /&gt;
#* Never fly a rolling ship with implants, hardwires, or expensive clone setups.&lt;br /&gt;
#* If your ship is tackled by Drifter NPCs or hostile scouts, losing a blank clone costs nothing and enables an immediate home-station respawn.&lt;br /&gt;
&#039;&#039;&#039;Create an &amp;quot;Out Hole&amp;quot; Bookmark Inside Immediately:&#039;&#039;&#039;&lt;br /&gt;
#* As soon as you jump through into the Drifter system, create an OUT HOLE bookmark directly on the wormhole signature.&lt;br /&gt;
#* If the hole collapses prematurely or mass calculations fail, this bookmark provides your only safe visual reference to attempt an exit. Without it or a probe launcher, your only remaining option is self-destruct.&lt;br /&gt;
&#039;&#039;&#039;Always Carry Probes &amp;amp; Scanning Equipment:&#039;&#039;&#039;&lt;br /&gt;
#* Ensure your ship has a fitted [[Core Probe Launcher]] (or mobile depot with one in cargo) and a full set of probes.&lt;br /&gt;
&#039;&#039;&#039;Cloaking Capability Recommended:&#039;&#039;&#039;&lt;br /&gt;
#* A [[Covert Ops Cloaking Device]] or standard prototype cloak allows you to wait out Drifter NPC spawns or hostile camps safely on grid.&lt;br /&gt;
== Understanding Wormhole Mass States ==&lt;br /&gt;
Every wormhole possesses a maximum total mass capacity and an individual jump mass limit. As ships pass through, their mass is deducted from the wormhole&#039;s remaining allowance.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
! Mass State !! Remaining Mass (% Total) !! System Message / Visual Indicator !! Operational Status&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #d4edda; color: #155724; font-weight: bold;&amp;quot; | Fresh&lt;br /&gt;
| 100% – 50%&lt;br /&gt;
| &#039;&#039;&amp;quot;This wormhole has not yet had its stability significantly disrupted by ships passing through it.&amp;quot;&#039;&#039; Normal visual aperture size.&lt;br /&gt;
Unsafe — Hostile fleets can easily pass through.&lt;br /&gt;
style=&amp;quot;background-color: #fff3cd; color: #856404; font-weight: bold;&amp;quot;&lt;br /&gt;
50% – 10%&lt;br /&gt;
&#039;&#039;&amp;quot;This wormhole has had its stability reduced by ships passing through it, but not to a critical level.&amp;quot;&#039;&#039; Aperture visually shrinks.&lt;br /&gt;
Active Rolling — Exercise caution, prepare mass calculations.&lt;br /&gt;
-&lt;br /&gt;
style=&amp;quot;background-color: #f8d7da; color: #721c24; font-weight: bold;&amp;quot;&lt;br /&gt;
Less than 10%&lt;br /&gt;
&#039;&#039;&amp;quot;This wormhole has had its stability critically disrupted by the passage of ships and is on the verge of collapse.&amp;quot;&#039;&#039; Aperture pulses heavily and visibly distorts.&lt;br /&gt;
&#039;&#039;&#039;TARGET STATE&#039;&#039;&#039; — Hostile heavy fleets cannot jump without collapsing the connection on their lead ships.&lt;br /&gt;
}&lt;br /&gt;
== Drifter NPC Behavior &amp;amp; Threat Matrix ==&lt;br /&gt;
Drifter NPCs utilize advanced AI dynamics that differ significantly from standard Sleeper rats. Understanding their priorities and combat parameters is critical for survival.&lt;br /&gt;
=== Drifter AI Priorities ===&lt;br /&gt;
&#039;&#039;&#039;Kill Players:&#039;&#039;&#039; They instantly lock and engage any uncloaked pilot on grid.&lt;br /&gt;
&#039;&#039;&#039;Loot Wrecks:&#039;&#039;&#039; They will burn toward destroyed ships or player wrecks to harvest them.&lt;br /&gt;
&#039;&#039;&#039;Return to Hole / Camp:&#039;&#039;&#039; Once idle, they return to the wormhole aperture to camp the location.&lt;br /&gt;
=== NPC Threat Table ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
! NPC Unit !! Location !! Threat Level !! Key Mechanics &amp;amp; EWAR&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Apollo / Artemis Tyrannos&#039;&#039;&#039; || K-Space / Drifter WHs || Critical || Overshield, 750k HP Doomsday superweapon, 1,300 DPS Omni damage, 3,500 m/s speed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Autothysian Lancer&#039;&#039;&#039; || Jove Observatories || Medium || Non-hostile unless aggressed or approached within 50km near observatories. &#039;&#039;&#039;Will pod capsuleers if aggressed.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Arithmos Tyrannos&#039;&#039;&#039; || C5/C6 Capital Escalations || Extremely High || 200 GJ/s Neuts, 4-point Warp Scramble, high tank, no Doomsday.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hikanta / Ladon / Mynos&#039;&#039;&#039; || Drifter Hive Sites || Critical || Mynos Scrambles at 11km (shuts down MWD/MJD); Ladon Webs; Strategos commands capital assets in Nexus Point.&lt;br /&gt;
|}&lt;br /&gt;
=== Grid Engagement Rules ===&lt;br /&gt;
If Drifter NPCs land or spawn on grid:&lt;br /&gt;
&#039;&#039;&#039;If Cloaked:&#039;&#039;&#039; Cloak immediately, align out, and wait for them to burn off grid.&lt;br /&gt;
&#039;&#039;&#039;If Uncloaked:&#039;&#039;&#039; Do NOT approach the wormhole directly while Drifters camp it. Warp away to your 10,000 km safe ping, wait for them to reposition, or utilize a cloak.&lt;br /&gt;
=== Aggro Clearing Protocol ===&lt;br /&gt;
If you accidentally trigger aggression from Autothysian Lancers or roaming Drifters across a system:&lt;br /&gt;
Dock at the local station/structure immediately.&lt;br /&gt;
Board a standard, cheap T1 frigate (do not use a corvette or pod).&lt;br /&gt;
Warp to the Jove Observatory / Drifter grid and allow the Lancers/Drifters to destroy the empty frigate.&lt;br /&gt;
Destruction of a player-owned frigate resets your character&#039;s entry in their system-wide aggression table.&lt;br /&gt;
== Step-by-Step Rolling Procedure ==&lt;br /&gt;
=== Step 1: Create a 10,000 km Safe Ping ===&lt;br /&gt;
Never warp directly to a Drifter wormhole from an in-system celestial or gate. Hostiles or Drifters can easily catch you on warp-in.&lt;br /&gt;
Board a fast interceptor, covert ops frigate, or fast shuttle.&lt;br /&gt;
Warp toward the wormhole at 100 km.&lt;br /&gt;
Pass through/past the wormhole and burn 10,000 km or more straight past it on the exact opposite side of your warp-in trajectory.&lt;br /&gt;
Save a bookmark named PING - WH Safe [10k km].&lt;br /&gt;
=== Step 2: Warp Alignment &amp;amp; Approach ===&lt;br /&gt;
Warp from your celestial or station directly to your 10,000 km Safe Ping.&lt;br /&gt;
From the Safe Ping, right-click the wormhole bookmark and select Warp to 85 km (or align toward it while cloaked).&lt;br /&gt;
By warping from the opposite vector via the ping, you land within jump range while bypassing potential Drifter camp bubbles and direct warp-in angles.&lt;br /&gt;
=== Step 3: Jump and Inside Setup ===&lt;br /&gt;
Jump Immediately: The grid inside the Drifter system is usually safer than lingering outside.&lt;br /&gt;
Bookmark Inside: Instantly create an OUT HOLE - [System Name] bookmark on the inside signature.&lt;br /&gt;
Check Grid: If Drifter NPCs or hostiles are present on the inside grid, activate your cloak immediately and hold position until clear.&lt;br /&gt;
=== Step 4: Execute Mass Passes ===&lt;br /&gt;
Using the calculated mass of your chosen roller ship (see [[#Ship Fits &amp;amp; Mass Specifications|Ship Mass Table below]]), execute controlled Hot (propulsion module ON) and Cold (propulsion module OFF) passes.&lt;br /&gt;
== Ship Fits &amp;amp; Mass Specifications ==&lt;br /&gt;
The primary approved rolling hulls are the Megathron (Heavy Roller), Sigil (Precision/Budget Roller), and Heavy Interdictor (HIC Precision Roller).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; text-align: center;&amp;quot;&lt;br /&gt;
! Hull Type !! Role !! Cold Mass (Prop OFF) !! Hot Mass (Prop ON) !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Megathron&#039;&#039;&#039;&lt;br /&gt;
| Heavy Mass Removal&lt;br /&gt;
| ~108,000,000 kg (108M)&lt;br /&gt;
| ~218,000,000 kg (218M)&lt;br /&gt;
Equipped with 500MN MWD + Mass Rig. Removes nearly double the mass of a Sigil per hot pass.&lt;br /&gt;
&#039;&#039;&#039;Sigil&#039;&#039;&#039;&lt;br /&gt;
Precision / Budget Finisher&lt;br /&gt;
~22,000,000 kg (22M)&lt;br /&gt;
~122,000,000 kg (122M)&lt;br /&gt;
Equipped with 100MN AB + Medium Higgs. Cheap, disposable, ideal for precision critting.&lt;br /&gt;
-&lt;br /&gt;
&#039;&#039;&#039;Heavy Interdictor (HIC)&#039;&#039;&#039;&lt;br /&gt;
High-Precision Finisher&lt;br /&gt;
~1,000,000 kg (1M w/ Entangler)&lt;br /&gt;
~66,000,000 kg (66M Hot)&lt;br /&gt;
Uses Zero-Point Mass Entangler with mass reduction script for near-zero return jump mass.&lt;br /&gt;
}&lt;br /&gt;
=== Fit 1: Alliance Heavy Megathron Roller ===&lt;br /&gt;
[Megathron, Alliance Roller Standard]&lt;br /&gt;
Damage Control II&lt;br /&gt;
Energized Adaptive Nano Membrane II&lt;br /&gt;
Energized Adaptive Nano Membrane II&lt;br /&gt;
10000mm Rolled Tungsten Compact Plates&lt;br /&gt;
Reinforced Bulkheads II&lt;br /&gt;
Reinforced Bulkheads II&lt;br /&gt;
Reinforced Bulkheads II&lt;br /&gt;
500MN Y-T8 Compact Microwarpdrive&lt;br /&gt;
Cap Recharger II&lt;br /&gt;
Cap Recharger II&lt;br /&gt;
Cap Recharger II&lt;br /&gt;
Core Probe Launcher I / Cloaking Device&lt;br /&gt;
[Empty High Slot]&lt;br /&gt;
[Empty High Slot]&lt;br /&gt;
[Empty High Slot]&lt;br /&gt;
Large Higgs Anchor I&lt;br /&gt;
Large Trimark Armor Pump I&lt;br /&gt;
Large Trimark Armor Pump I&lt;br /&gt;
=== Fit 2: Alliance Budget Sigil Precision Roller ===&lt;br /&gt;
[Sigil, Fixed Roller Precision]&lt;br /&gt;
Mark I Compact Reactor Control Unit&lt;br /&gt;
Mark I Compact Reactor Control Unit&lt;br /&gt;
Mark I Compact Reactor Control Unit&lt;br /&gt;
Mark I Compact Reactor Control Unit&lt;br /&gt;
Mark I Compact Reactor Control Unit&lt;br /&gt;
Mark I Compact Reactor Control Unit&lt;br /&gt;
100MN Y-S8 Compact Afterburner&lt;br /&gt;
Eutectic Compact Cap Recharger&lt;br /&gt;
Eutectic Compact Cap Recharger&lt;br /&gt;
Eutectic Compact Cap Recharger&lt;br /&gt;
Medium Higgs Anchor I&lt;br /&gt;
Mass Characteristics:&lt;br /&gt;
Cold Pass (AB Off): ~22M kg&lt;br /&gt;
Hot Pass (AB On) : ~122M kg&lt;br /&gt;
== Wormhole Mass Mathematics &amp;amp; Physics ==&lt;br /&gt;
=== Understanding S877 Drifter Wormhole Parameters ===&lt;br /&gt;
&#039;&#039;&#039;Average Total Mass:&#039;&#039;&#039; 750,000,000 kg (750M kg)&lt;br /&gt;
&#039;&#039;&#039;Variance Range (±10%):&#039;&#039;&#039; 675,000,000 kg – 825,000,000 kg (675M to 825M kg)&lt;br /&gt;
&#039;&#039;&#039;Maximum Single Jump Mass Limit:&#039;&#039;&#039; 300,000,000 kg (300M kg)&lt;br /&gt;
=== Mass Threshold Targets ===&lt;br /&gt;
To bring a standard 750M Drifter hole into desired mass states:&lt;br /&gt;
&#039;&#039;&#039;50% Reduced State:&#039;&#039;&#039; Triggered when remaining mass drops below 375M kg (or ~337M on a lower 675M variance roll).&lt;br /&gt;
&#039;&#039;&#039;10% Critical State Target:&#039;&#039;&#039; Triggered when remaining mass drops below 75M kg (or ~67M on lower variance).&lt;br /&gt;
=== Polarization Timer Warning ===&lt;br /&gt;
Every time a ship jumps a wormhole, it receives a 5-minute polarization timer for that specific wormhole connection.&lt;br /&gt;
DO NOT attempt to re-enter a wormhole while polarized; your ship will be stuck on grid for up to 5 minutes, leaving you completely vulnerable to Drifter NPCs or hostile tackle.&lt;br /&gt;
== Standard Operating Rolling Combinations ==&lt;br /&gt;
To reliably reach Critical state without accidentally collapsing the wormhole on the wrong side, utilize these pre-calculated pass combinations:&lt;br /&gt;
=== Combination A: Heavy Megathron Sequence (Fast Method) ===&lt;br /&gt;
&#039;&#039;&#039;Pass 1 (OUT):&#039;&#039;&#039; Megathron Hot (~218M removed) → Remaining: ~532M&lt;br /&gt;
&#039;&#039;&#039;Pass 2 (IN):&#039;&#039;&#039; Megathron Hot (~218M removed) → Remaining: ~314M (&#039;&#039;&#039;Hole enters Reduced State&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;&#039;Pass 3 (OUT):&#039;&#039;&#039; Megathron Cold (~108M removed) → Remaining: ~206M&lt;br /&gt;
&#039;&#039;&#039;Pass 4 (IN):&#039;&#039;&#039; Sigil Hot (~122M removed) → Remaining: ~84M&lt;br /&gt;
&#039;&#039;&#039;Pass 5 (OUT):&#039;&#039;&#039; Sigil Cold (~22M removed) → Remaining: ~62M (&#039;&#039;&#039;Hole Enters Critical State&#039;&#039;&#039;)&lt;br /&gt;
=== Combination B: Sigil Precision Sequence (Safe Method) ===&lt;br /&gt;
&#039;&#039;&#039;Pass 1 (OUT):&#039;&#039;&#039; Sigil Hot (122M)&lt;br /&gt;
&#039;&#039;&#039;Pass 2 (IN):&#039;&#039;&#039; Sigil Hot (122M)&lt;br /&gt;
&#039;&#039;&#039;Pass 3 (OUT):&#039;&#039;&#039; Sigil Hot (122M)&lt;br /&gt;
&#039;&#039;&#039;Pass 4 (IN):&#039;&#039;&#039; Sigil Hot (122M) → Total removed: 488M (&#039;&#039;&#039;Hole visually Reduced&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;&#039;Pass 5 (OUT):&#039;&#039;&#039; Sigil Cold (22M)&lt;br /&gt;
&#039;&#039;&#039;Pass 6 (IN):&#039;&#039;&#039; Sigil Hot (122M) → Remaining: ~118M&lt;br /&gt;
&#039;&#039;&#039;Pass 7 (OUT):&#039;&#039;&#039; Sigil Cold (22M) → Remaining: ~96M (&#039;&#039;&#039;Evaluate / Enter Critical&#039;&#039;&#039;)&lt;br /&gt;
== Safety Checklist ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color: #28a745; color: white;&amp;quot; | ALWAYS DO&lt;br /&gt;
! style=&amp;quot;background-color: #dc3545; color: white;&amp;quot; | NEVER DO&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Roll in a completely empty clone/pod.&lt;br /&gt;
Create a 10,000 km+ Safe Ping on opposite side of warp-in.&lt;br /&gt;
Create an &amp;quot;Out Hole&amp;quot; bookmark immediately upon jumping inside.&lt;br /&gt;
Jump immediately upon landing within range.&lt;br /&gt;
Use a Sigil or HIC for final precision mass reduction.&lt;br /&gt;
Track polarization timers using standard UI elements.&lt;br /&gt;
|&lt;br /&gt;
Warp directly to a wormhole at 0 km or 10 km from a celestial.&lt;br /&gt;
Ignore active polarization timers.&lt;br /&gt;
Assume published wormhole mass numbers are 100% exact (always account for ±10%).&lt;br /&gt;
Go AFK while sitting on a wormhole grid.&lt;br /&gt;
Roll without probes or scan capability fitted/in cargo.&lt;br /&gt;
Roll using high-value implants or capital hulls.&lt;br /&gt;
|}&lt;br /&gt;
== External Tools &amp;amp; Alliance Resources ==&lt;br /&gt;
&#039;&#039;&#039;WHCalc Wormhole Mass Calculator:&#039;&#039;&#039; [https://whcalc.vtxg.org/ https://whcalc.vtxg.org/] — &#039;&#039;Interactive tool for calculating precise Hot/Cold pass combinations.&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Anoik Wormhole Database:&#039;&#039;&#039; [https://anoik.is/wormholes https://anoik.is/wormholes] — &#039;&#039;Comprehensive reference for Drifter hole mass limits, statics, and effects.&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Visual Rolling Guide:&#039;&#039;&#039; [https://learningtoeve.wordpress.com/2020/11/28/wormhole-rolling-a-visual-guide/ Learning to EVE: Wormhole Rolling] — &#039;&#039;Diagrams and entry-level rolling physics.&#039;&#039;&lt;br /&gt;
== FALSE GODS Operational Directive ==&lt;br /&gt;
Before any scheduled moon mining, industrial fleet, or Rorqual deployment:&lt;br /&gt;
&#039;&#039;&#039;Fleet Scout/Roller Verification:&#039;&#039;&#039; Designated rollers must scan out all active Drifter signatures in the target system.&lt;br /&gt;
&#039;&#039;&#039;Crit or Close Standard:&#039;&#039;&#039; Every Drifter hole must be reduced to Critical or Collapsed Completely.&lt;br /&gt;
&#039;&#039;&#039;Fleet Hold Directive:&#039;&#039;&#039; Rorquals and Orcas SHALL NOT activate Industrial Cores or undock heavy capital assets until completion is explicitly confirmed by the Operations Director in the Moon Operations corp/alliance channel.&lt;br /&gt;
&#039;&#039;Remember: An unrolled Drifter hole is an open highway directly into our home space. Spending 10 extra minutes to crit or close a connection protects billions in alliance and corp assets.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Sevey</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=FGIP_Configuration&amp;diff=194499</id>
		<title>FGIP Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=FGIP_Configuration&amp;diff=194499"/>
		<updated>2026-07-22T01:00:09Z</updated>

		<summary type="html">&lt;p&gt;Sevey: /* Raw Configuration File */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
* &#039;&#039;&#039;Solar System:&#039;&#039;&#039; U-TJ7Y&lt;br /&gt;
&lt;br /&gt;
== Industrial Structures ==&lt;br /&gt;
&lt;br /&gt;
=== Structure 1: Nidavellir ===&lt;br /&gt;
* &#039;&#039;&#039;Structure Type:&#039;&#039;&#039; Sotiyo&lt;br /&gt;
* &#039;&#039;&#039;Security Status:&#039;&#039;&#039; Null / Wormhole&lt;br /&gt;
* &#039;&#039;&#039;Rigs Fitted:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Rig 1:&#039;&#039;&#039; Standup XL-Set Equipment and Consumable Manufacturing Efficiency I&lt;br /&gt;
** &#039;&#039;&#039;Rig 2:&#039;&#039;&#039; Standup XL-Set Ship Manufacturing Efficiency I&lt;br /&gt;
** &#039;&#039;&#039;Rig 3:&#039;&#039;&#039; Standup XL-Set Structure and Component Manufacturing Efficiency I&lt;br /&gt;
&lt;br /&gt;
=== Structure 2: Crucible ===&lt;br /&gt;
* &#039;&#039;&#039;Structure Type:&#039;&#039;&#039; Tatara&lt;br /&gt;
* &#039;&#039;&#039;Security Status:&#039;&#039;&#039; Null / Wormhole&lt;br /&gt;
* &#039;&#039;&#039;Rigs Fitted:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Rig 1:&#039;&#039;&#039; Standup L-Set Reactor Efficiency II&lt;br /&gt;
** &#039;&#039;&#039;Rig 2:&#039;&#039;&#039; &#039;&#039;Standup L-Set Reprocessing Monitor II&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Rig 3:&#039;&#039;&#039; &#039;&#039;None&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Category Allocations &amp;amp; Efficiencies ==&lt;br /&gt;
&lt;br /&gt;
=== Manufacturing (Nidavellir) ===&lt;br /&gt;
&#039;&#039;Blueprint Note: Part / Material blueprints are assumed to be fully researched.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Category !! Build Location !! Struct ME !! Struct TE !! Rig ME !! Rig TE !! Skill TE&lt;br /&gt;
|-&lt;br /&gt;
| Large Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Medium Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Small Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Large Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Medium Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Small Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Capital Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Capital Components || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Components || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Capital Advanced Components || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Modules and Equipment || Nidavellir || 1.0% || 25.0% || &#039;&#039;&#039;0.0%&#039;&#039;&#039; || &#039;&#039;&#039;0.0%&#039;&#039;&#039; || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Ammo and Charges || Nidavellir || 1.0% || 25.0% || &#039;&#039;&#039;0.0%&#039;&#039;&#039; || &#039;&#039;&#039;0.0%&#039;&#039;&#039; || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Drones and Fighters || Nidavellir || 1.0% || 25.0% || &#039;&#039;&#039;0.0%&#039;&#039;&#039; || &#039;&#039;&#039;0.0%&#039;&#039;&#039; || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Structures and Fuel Blocks || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reactions (Crucible) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Reaction Type !! Build Location !! Struct ME !! Struct TE !! Rig ME !! Rig TE !! Skill TE&lt;br /&gt;
|-&lt;br /&gt;
| Composite Reactions || Crucible || 0.0% || 25.0% || 2.64% || 26.4% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Reactions || Crucible || 0.0% || 25.0% || 2.64% || 26.4% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Bio and Gas-Phase Reactions || Crucible || 0.0% || 25.0% || 2.64% || 26.4% || 20.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Raw Configuration File ==&lt;br /&gt;
[https://drive.google.com/file/d/1VECEvr_h524rLKl-iRsfv9lncNm2_qzv/view?usp=sharing Download The Config HERE]&amp;lt;syntaxhighlight lang=&amp;quot;json&amp;quot;&amp;gt;{&amp;quot;No_1st_reacts&amp;quot;: false, &amp;quot;No_2nd_reacts&amp;quot;: false, &amp;quot;No_advanced_cap_components&amp;quot;: false, &amp;quot;No_advanced_components&amp;quot;: false, &amp;quot;No_bio_reacts&amp;quot;: false, &amp;quot;No_cap_comps&amp;quot;: false, &amp;quot;No_fuel_blocks&amp;quot;: false, &amp;quot;No_gas_phase_reacts&amp;quot;: false, &amp;quot;No_hyb_comps&amp;quot;: false, &amp;quot;No_hyb_reacts&amp;quot;: false, &amp;quot;No_list&amp;quot;: &amp;quot;&amp;quot;, &amp;quot;No_t1_hulls&amp;quot;: false, &amp;quot;No_tools&amp;quot;: false, &amp;quot;adv_comp_rig_me&amp;quot;: 0.042, &amp;quot;adv_comp_rig_te&amp;quot;: 0.42, &amp;quot;adv_comp_skill_te&amp;quot;: 0.2, &amp;quot;adv_comp_struct_me&amp;quot;: 0.01, &amp;quot;adv_comp_struct_te&amp;quot;: 0.25, &amp;quot;adv_large_ship_rig_me&amp;quot;: 0.042, &amp;quot;adv_large_ship_rig_te&amp;quot;: 0.42, &amp;quot;adv_large_ship_skill_te&amp;quot;: 0.2, &amp;quot;adv_large_ship_struct_me&amp;quot;: 0.01, &amp;quot;adv_large_ship_struct_te&amp;quot;: 0.25, &amp;quot;adv_med_ship_rig_me&amp;quot;: 0.042, &amp;quot;adv_med_ship_rig_te&amp;quot;: 0.42, &amp;quot;adv_med_ship_skill_te&amp;quot;: 0.2, &amp;quot;adv_med_ship_struct_me&amp;quot;: 0.01, &amp;quot;adv_med_ship_struct_te&amp;quot;: 0.25, &amp;quot;adv_small_ship_rig_me&amp;quot;: 0.042, &amp;quot;adv_small_ship_rig_te&amp;quot;: 0.42, &amp;quot;adv_small_ship_skill_te&amp;quot;: 0.2, &amp;quot;adv_small_ship_struct_me&amp;quot;: 0.01, &amp;quot;adv_small_ship_struct_te&amp;quot;: 0.25, &amp;quot;ammo_rig_me&amp;quot;: 0.0, &amp;quot;ammo_rig_te&amp;quot;: 0.0, &amp;quot;ammo_skill_te&amp;quot;: 0.2, &amp;quot;ammo_struct_me&amp;quot;: 0.01, &amp;quot;ammo_struct_te&amp;quot;: 0.25, &amp;quot;basic_large_ship_rig_me&amp;quot;: 0.042, &amp;quot;basic_large_ship_rig_te&amp;quot;: 0.42, &amp;quot;basic_large_ship_skill_te&amp;quot;: 0.2, &amp;quot;basic_large_ship_struct_me&amp;quot;: 0.01, &amp;quot;basic_large_ship_struct_te&amp;quot;: 0.25, &amp;quot;basic_med_ship_rig_me&amp;quot;: 0.042, &amp;quot;basic_med_ship_rig_te&amp;quot;: 0.42, &amp;quot;basic_med_ship_skill_te&amp;quot;: 0.2, &amp;quot;basic_med_ship_struct_me&amp;quot;: 0.01, &amp;quot;basic_med_ship_struct_te&amp;quot;: 0.25, &amp;quot;basic_small_ship_rig_me&amp;quot;: 0.042, &amp;quot;basic_small_ship_rig_te&amp;quot;: 0.42, &amp;quot;basic_small_ship_skill_te&amp;quot;: 0.2, &amp;quot;basic_small_ship_struct_me&amp;quot;: 0.01, &amp;quot;basic_small_ship_struct_te&amp;quot;: 0.25, &amp;quot;bio_react_rig_me&amp;quot;: 0.0264, &amp;quot;bio_react_rig_te&amp;quot;: 0.264, &amp;quot;bio_react_skill_te&amp;quot;: 0.2, &amp;quot;bio_react_struct_me&amp;quot;: 0.0, &amp;quot;bio_react_struct_te&amp;quot;: 0.25, &amp;quot;brokers_fee&amp;quot;: 0.03, &amp;quot;cap_adv_comp_rig_me&amp;quot;: 0.042, &amp;quot;cap_adv_comp_rig_te&amp;quot;: 0.42, &amp;quot;cap_adv_comp_skill_te&amp;quot;: 0.2, &amp;quot;cap_adv_comp_struct_me&amp;quot;: 0.01, &amp;quot;cap_adv_comp_struct_te&amp;quot;: 0.25, &amp;quot;cap_comp_rig_me&amp;quot;: 0.042, &amp;quot;cap_comp_rig_te&amp;quot;: 0.42, &amp;quot;cap_comp_skill_te&amp;quot;: 0.2, &amp;quot;cap_comp_struct_me&amp;quot;: 0.01, &amp;quot;cap_comp_struct_te&amp;quot;: 0.25, &amp;quot;cap_ship_rig_me&amp;quot;: 0.042, &amp;quot;cap_ship_rig_te&amp;quot;: 0.42, &amp;quot;cap_ship_skill_te&amp;quot;: 0.2, &amp;quot;cap_ship_struct_me&amp;quot;: 0.01, &amp;quot;cap_ship_struct_te&amp;quot;: 0.25, &amp;quot;comp_react_rig_me&amp;quot;: 0.0264, &amp;quot;comp_react_rig_te&amp;quot;: 0.264, &amp;quot;comp_react_skill_te&amp;quot;: 0.2, &amp;quot;comp_react_struct_me&amp;quot;: 0.0, &amp;quot;comp_react_struct_te&amp;quot;: 0.25, &amp;quot;cookie_version&amp;quot;: 0.08, &amp;quot;drones_rig_me&amp;quot;: 0.0, &amp;quot;drones_rig_te&amp;quot;: 0.0, &amp;quot;drones_skill_te&amp;quot;: 0.2, &amp;quot;drones_struct_me&amp;quot;: 0.01, &amp;quot;drones_struct_te&amp;quot;: 0.25, &amp;quot;equipment_rig_me&amp;quot;: 0.0, &amp;quot;equipment_rig_te&amp;quot;: 0.0, &amp;quot;equipment_skill_te&amp;quot;: 0.2, &amp;quot;equipment_struct_me&amp;quot;: 0.01, &amp;quot;equipment_struct_te&amp;quot;: 0.25, &amp;quot;hidden_allocation_dict&amp;quot;: {&amp;quot;adv_comp_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;adv_large_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;adv_med_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;adv_small_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;ammo_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;basic_large_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;basic_med_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;basic_small_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;bio_react_select&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;cap_adv_comp_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;cap_comp_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;cap_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;comp_react_select&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;drones_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;equipment_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;hyb_react_select&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;structure_select&amp;quot;: &amp;quot;Structure 1&amp;quot;}, &amp;quot;hidden_my_structures&amp;quot;: [{&amp;quot;Rig1&amp;quot;: &amp;quot;No Rig&amp;quot;, &amp;quot;Rig2&amp;quot;: &amp;quot;Standup XL-Set Ship Manufacturing Efficiency I&amp;quot;, &amp;quot;Rig3&amp;quot;: &amp;quot;Standup XL-Set Structure and Component Manufacturing Efficiency I&amp;quot;, &amp;quot;id&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;name&amp;quot;: &amp;quot;Nidavellir&amp;quot;, &amp;quot;security&amp;quot;: &amp;quot;Null / Wormhole&amp;quot;, &amp;quot;structure&amp;quot;: &amp;quot;Sotiyo&amp;quot;}, {&amp;quot;Rig1&amp;quot;: &amp;quot;Standup L-Set Reactor Efficiency II&amp;quot;, &amp;quot;Rig2&amp;quot;: &amp;quot;No Rig&amp;quot;, &amp;quot;Rig3&amp;quot;: &amp;quot;No Rig&amp;quot;, &amp;quot;id&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;name&amp;quot;: &amp;quot;Crucible&amp;quot;, &amp;quot;security&amp;quot;: &amp;quot;Null / Wormhole&amp;quot;, &amp;quot;structure&amp;quot;: &amp;quot;Tatara&amp;quot;}], &amp;quot;hyb_react_rig_me&amp;quot;: 0.0264, &amp;quot;hyb_react_rig_te&amp;quot;: 0.264, &amp;quot;hyb_react_skill_te&amp;quot;: 0.2, &amp;quot;hyb_react_struct_me&amp;quot;: 0.0, &amp;quot;hyb_react_struct_te&amp;quot;: 0.25, &amp;quot;inv_cost_index_override&amp;quot;: 0.0, &amp;quot;inv_cost_reduction&amp;quot;: 0.0, &amp;quot;inv_system&amp;quot;: &amp;quot;U-TJ7Y&amp;quot;, &amp;quot;manu_cost_index_override&amp;quot;: 0.0, &amp;quot;manu_slots&amp;quot;: 300, &amp;quot;manu_system&amp;quot;: &amp;quot;U-TJ7Y&amp;quot;, &amp;quot;max_job_time&amp;quot;: 3.0, &amp;quot;override_indices&amp;quot;: false, &amp;quot;react_cost_index_override&amp;quot;: 0.0, &amp;quot;react_slots&amp;quot;: 100, &amp;quot;react_system&amp;quot;: &amp;quot;U-TJ7Y&amp;quot;, &amp;quot;sales_tax&amp;quot;: 0.0225, &amp;quot;skill_11433&amp;quot;: 3, &amp;quot;skill_11441&amp;quot;: 3, &amp;quot;skill_11442&amp;quot;: 3, &amp;quot;skill_11443&amp;quot;: 3, &amp;quot;skill_11444&amp;quot;: 3, &amp;quot;skill_11445&amp;quot;: 3, &amp;quot;skill_11446&amp;quot;: 3, &amp;quot;skill_11447&amp;quot;: 3, &amp;quot;skill_11448&amp;quot;: 3, &amp;quot;skill_11449&amp;quot;: 3, &amp;quot;skill_11450&amp;quot;: 3, &amp;quot;skill_11451&amp;quot;: 3, &amp;quot;skill_11452&amp;quot;: 3, &amp;quot;skill_11453&amp;quot;: 3, &amp;quot;skill_11454&amp;quot;: 3, &amp;quot;skill_11455&amp;quot;: 3, &amp;quot;skill_11529&amp;quot;: 3, &amp;quot;skill_21790&amp;quot;: 3, &amp;quot;skill_21791&amp;quot;: 3, &amp;quot;skill_22242&amp;quot;: 3, &amp;quot;skill_23087&amp;quot;: 3, &amp;quot;skill_23121&amp;quot;: 3, &amp;quot;skill_30324&amp;quot;: 3, &amp;quot;skill_30325&amp;quot;: 3, &amp;quot;skill_30327&amp;quot;: 3, &amp;quot;skill_30788&amp;quot;: 3, &amp;quot;skill_3400&amp;quot;: 3, &amp;quot;skill_3408&amp;quot;: 3, &amp;quot;skill_52307&amp;quot;: 3, &amp;quot;skill_52308&amp;quot;: 3, &amp;quot;skill_55025&amp;quot;: 3, &amp;quot;skill_81050&amp;quot;: 3, &amp;quot;split_threshold&amp;quot;: 1.0, &amp;quot;structure_rig_me&amp;quot;: 0.042, &amp;quot;structure_rig_te&amp;quot;: 0.42, &amp;quot;structure_skill_te&amp;quot;: 0.2, &amp;quot;structure_struct_me&amp;quot;: 0.01, &amp;quot;structure_struct_te&amp;quot;: 0.25, &amp;quot;use_default_mode&amp;quot;: false}&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sevey</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=FGIP_Configuration&amp;diff=194498</id>
		<title>FGIP Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=FGIP_Configuration&amp;diff=194498"/>
		<updated>2026-07-22T00:58:28Z</updated>

		<summary type="html">&lt;p&gt;Sevey: /* Manufacturing (Nidavellir) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
* &#039;&#039;&#039;Solar System:&#039;&#039;&#039; U-TJ7Y&lt;br /&gt;
&lt;br /&gt;
== Industrial Structures ==&lt;br /&gt;
&lt;br /&gt;
=== Structure 1: Nidavellir ===&lt;br /&gt;
* &#039;&#039;&#039;Structure Type:&#039;&#039;&#039; Sotiyo&lt;br /&gt;
* &#039;&#039;&#039;Security Status:&#039;&#039;&#039; Null / Wormhole&lt;br /&gt;
* &#039;&#039;&#039;Rigs Fitted:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Rig 1:&#039;&#039;&#039; Standup XL-Set Equipment and Consumable Manufacturing Efficiency I&lt;br /&gt;
** &#039;&#039;&#039;Rig 2:&#039;&#039;&#039; Standup XL-Set Ship Manufacturing Efficiency I&lt;br /&gt;
** &#039;&#039;&#039;Rig 3:&#039;&#039;&#039; Standup XL-Set Structure and Component Manufacturing Efficiency I&lt;br /&gt;
&lt;br /&gt;
=== Structure 2: Crucible ===&lt;br /&gt;
* &#039;&#039;&#039;Structure Type:&#039;&#039;&#039; Tatara&lt;br /&gt;
* &#039;&#039;&#039;Security Status:&#039;&#039;&#039; Null / Wormhole&lt;br /&gt;
* &#039;&#039;&#039;Rigs Fitted:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Rig 1:&#039;&#039;&#039; Standup L-Set Reactor Efficiency II&lt;br /&gt;
** &#039;&#039;&#039;Rig 2:&#039;&#039;&#039; &#039;&#039;Standup L-Set Reprocessing Monitor II&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Rig 3:&#039;&#039;&#039; &#039;&#039;None&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Category Allocations &amp;amp; Efficiencies ==&lt;br /&gt;
&lt;br /&gt;
=== Manufacturing (Nidavellir) ===&lt;br /&gt;
&#039;&#039;Blueprint Note: Part / Material blueprints are assumed to be fully researched.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Category !! Build Location !! Struct ME !! Struct TE !! Rig ME !! Rig TE !! Skill TE&lt;br /&gt;
|-&lt;br /&gt;
| Large Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Medium Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Small Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Large Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Medium Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Small Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Capital Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Capital Components || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Components || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Capital Advanced Components || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Modules and Equipment || Nidavellir || 1.0% || 25.0% || &#039;&#039;&#039;0.0%&#039;&#039;&#039; || &#039;&#039;&#039;0.0%&#039;&#039;&#039; || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Ammo and Charges || Nidavellir || 1.0% || 25.0% || &#039;&#039;&#039;0.0%&#039;&#039;&#039; || &#039;&#039;&#039;0.0%&#039;&#039;&#039; || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Drones and Fighters || Nidavellir || 1.0% || 25.0% || &#039;&#039;&#039;0.0%&#039;&#039;&#039; || &#039;&#039;&#039;0.0%&#039;&#039;&#039; || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Structures and Fuel Blocks || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reactions (Crucible) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Reaction Type !! Build Location !! Struct ME !! Struct TE !! Rig ME !! Rig TE !! Skill TE&lt;br /&gt;
|-&lt;br /&gt;
| Composite Reactions || Crucible || 0.0% || 25.0% || 2.64% || 26.4% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Reactions || Crucible || 0.0% || 25.0% || 2.64% || 26.4% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Bio and Gas-Phase Reactions || Crucible || 0.0% || 25.0% || 2.64% || 26.4% || 20.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Raw Configuration File ==&lt;br /&gt;
[https://drive.google.com/file/d/1VECEvr_h524rLKl-iRsfv9lncNm2_qzv/view?usp=sharing Download The Config HERE]&amp;lt;syntaxhighlight lang=&amp;quot;json&amp;quot;&amp;gt;{&amp;quot;No_1st_reacts&amp;quot;: false, &amp;quot;No_2nd_reacts&amp;quot;: false, &amp;quot;No_advanced_cap_components&amp;quot;: false, &amp;quot;No_advanced_components&amp;quot;: false, &amp;quot;No_bio_reacts&amp;quot;: false, &amp;quot;No_cap_comps&amp;quot;: false, &amp;quot;No_fuel_blocks&amp;quot;: false, &amp;quot;No_gas_phase_reacts&amp;quot;: false, &amp;quot;No_hyb_comps&amp;quot;: false, &amp;quot;No_hyb_reacts&amp;quot;: false, &amp;quot;No_list&amp;quot;: &amp;quot;&amp;quot;, &amp;quot;No_t1_hulls&amp;quot;: false, &amp;quot;No_tools&amp;quot;: false, &amp;quot;adv_comp_rig_me&amp;quot;: 0.042, &amp;quot;adv_comp_rig_te&amp;quot;: 0.42, &amp;quot;adv_comp_skill_te&amp;quot;: 0.2, &amp;quot;adv_comp_struct_me&amp;quot;: 0.01, &amp;quot;adv_comp_struct_te&amp;quot;: 0.25, &amp;quot;adv_large_ship_rig_me&amp;quot;: 0.042, &amp;quot;adv_large_ship_rig_te&amp;quot;: 0.42, &amp;quot;adv_large_ship_skill_te&amp;quot;: 0.2, &amp;quot;adv_large_ship_struct_me&amp;quot;: 0.01, &amp;quot;adv_large_ship_struct_te&amp;quot;: 0.25, &amp;quot;adv_med_ship_rig_me&amp;quot;: 0.042, &amp;quot;adv_med_ship_rig_te&amp;quot;: 0.42, &amp;quot;adv_med_ship_skill_te&amp;quot;: 0.2, &amp;quot;adv_med_ship_struct_me&amp;quot;: 0.01, &amp;quot;adv_med_ship_struct_te&amp;quot;: 0.25, &amp;quot;adv_small_ship_rig_me&amp;quot;: 0.042, &amp;quot;adv_small_ship_rig_te&amp;quot;: 0.42, &amp;quot;adv_small_ship_skill_te&amp;quot;: 0.2, &amp;quot;adv_small_ship_struct_me&amp;quot;: 0.01, &amp;quot;adv_small_ship_struct_te&amp;quot;: 0.25, &amp;quot;ammo_rig_me&amp;quot;: 0.042, &amp;quot;ammo_rig_te&amp;quot;: 0.42, &amp;quot;ammo_skill_te&amp;quot;: 0.2, &amp;quot;ammo_struct_me&amp;quot;: 0.01, &amp;quot;ammo_struct_te&amp;quot;: 0.25, &amp;quot;basic_large_ship_rig_me&amp;quot;: 0.042, &amp;quot;basic_large_ship_rig_te&amp;quot;: 0.42, &amp;quot;basic_large_ship_skill_te&amp;quot;: 0.2, &amp;quot;basic_large_ship_struct_me&amp;quot;: 0.01, &amp;quot;basic_large_ship_struct_te&amp;quot;: 0.25, &amp;quot;basic_med_ship_rig_me&amp;quot;: 0.042, &amp;quot;basic_med_ship_rig_te&amp;quot;: 0.42, &amp;quot;basic_med_ship_skill_te&amp;quot;: 0.2, &amp;quot;basic_med_ship_struct_me&amp;quot;: 0.01, &amp;quot;basic_med_ship_struct_te&amp;quot;: 0.25, &amp;quot;basic_small_ship_rig_me&amp;quot;: 0.042, &amp;quot;basic_small_ship_rig_te&amp;quot;: 0.42, &amp;quot;basic_small_ship_skill_te&amp;quot;: 0.2, &amp;quot;basic_small_ship_struct_me&amp;quot;: 0.01, &amp;quot;basic_small_ship_struct_te&amp;quot;: 0.25, &amp;quot;bio_react_rig_me&amp;quot;: 0.0264, &amp;quot;bio_react_rig_te&amp;quot;: 0.264, &amp;quot;bio_react_skill_te&amp;quot;: 0.2, &amp;quot;bio_react_struct_me&amp;quot;: 0.0, &amp;quot;bio_react_struct_te&amp;quot;: 0.25, &amp;quot;brokers_fee&amp;quot;: 0.0, &amp;quot;cap_adv_comp_rig_me&amp;quot;: 0.042, &amp;quot;cap_adv_comp_rig_te&amp;quot;: 0.42, &amp;quot;cap_adv_comp_skill_te&amp;quot;: 0.2, &amp;quot;cap_adv_comp_struct_me&amp;quot;: 0.01, &amp;quot;cap_adv_comp_struct_te&amp;quot;: 0.25, &amp;quot;cap_comp_rig_me&amp;quot;: 0.042, &amp;quot;cap_comp_rig_te&amp;quot;: 0.42, &amp;quot;cap_comp_skill_te&amp;quot;: 0.2, &amp;quot;cap_comp_struct_me&amp;quot;: 0.01, &amp;quot;cap_comp_struct_te&amp;quot;: 0.25, &amp;quot;cap_ship_rig_me&amp;quot;: 0.042, &amp;quot;cap_ship_rig_te&amp;quot;: 0.42, &amp;quot;cap_ship_skill_te&amp;quot;: 0.2, &amp;quot;cap_ship_struct_me&amp;quot;: 0.01, &amp;quot;cap_ship_struct_te&amp;quot;: 0.25, &amp;quot;comp_react_rig_me&amp;quot;: 0.0264, &amp;quot;comp_react_rig_te&amp;quot;: 0.264, &amp;quot;comp_react_skill_te&amp;quot;: 0.2, &amp;quot;comp_react_struct_me&amp;quot;: 0.0, &amp;quot;comp_react_struct_te&amp;quot;: 0.25, &amp;quot;cookie_version&amp;quot;: 0.08, &amp;quot;drones_rig_me&amp;quot;: 0.042, &amp;quot;drones_rig_te&amp;quot;: 0.42, &amp;quot;drones_skill_te&amp;quot;: 0.2, &amp;quot;drones_struct_me&amp;quot;: 0.01, &amp;quot;drones_struct_te&amp;quot;: 0.25, &amp;quot;equipment_rig_me&amp;quot;: 0.042, &amp;quot;equipment_rig_te&amp;quot;: 0.42, &amp;quot;equipment_skill_te&amp;quot;: 0.2, &amp;quot;equipment_struct_me&amp;quot;: 0.01, &amp;quot;equipment_struct_te&amp;quot;: 0.25, &amp;quot;hidden_allocation_dict&amp;quot;: {&amp;quot;adv_comp_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;adv_large_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;adv_med_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;adv_small_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;ammo_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;basic_large_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;basic_med_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;basic_small_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;bio_react_select&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;cap_adv_comp_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;cap_comp_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;cap_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;comp_react_select&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;drones_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;equipment_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;hyb_react_select&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;structure_select&amp;quot;: &amp;quot;Structure 1&amp;quot;}, &amp;quot;hidden_my_structures&amp;quot;: [{&amp;quot;Rig1&amp;quot;: &amp;quot;Standup XL-Set Equipment and Consumable Manufacturing Efficiency I&amp;quot;, &amp;quot;Rig2&amp;quot;: &amp;quot;Standup XL-Set Ship Manufacturing Efficiency I&amp;quot;, &amp;quot;Rig3&amp;quot;: &amp;quot;Standup XL-Set Structure and Component Manufacturing Efficiency I&amp;quot;, &amp;quot;id&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;name&amp;quot;: &amp;quot;Nidavellir&amp;quot;, &amp;quot;security&amp;quot;: &amp;quot;Null / Wormhole&amp;quot;, &amp;quot;structure&amp;quot;: &amp;quot;Sotiyo&amp;quot;}, {&amp;quot;Rig1&amp;quot;: &amp;quot;Standup L-Set Reactor Efficiency II&amp;quot;, &amp;quot;Rig2&amp;quot;: &amp;quot;No Rig&amp;quot;, &amp;quot;Rig3&amp;quot;: &amp;quot;No Rig&amp;quot;, &amp;quot;id&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;name&amp;quot;: &amp;quot;Crucible&amp;quot;, &amp;quot;security&amp;quot;: &amp;quot;Null / Wormhole&amp;quot;, &amp;quot;structure&amp;quot;: &amp;quot;Tatara&amp;quot;}], &amp;quot;hyb_react_rig_me&amp;quot;: 0.0264, &amp;quot;hyb_react_rig_te&amp;quot;: 0.264, &amp;quot;hyb_react_skill_te&amp;quot;: 0.2, &amp;quot;hyb_react_struct_me&amp;quot;: 0.0, &amp;quot;hyb_react_struct_te&amp;quot;: 0.25, &amp;quot;inv_cost_index_override&amp;quot;: 0.0, &amp;quot;inv_cost_reduction&amp;quot;: 0.0, &amp;quot;inv_system&amp;quot;: &amp;quot;U-TJ7Y&amp;quot;, &amp;quot;manu_cost_index_override&amp;quot;: 0.0, &amp;quot;manu_slots&amp;quot;: 300, &amp;quot;manu_system&amp;quot;: &amp;quot;U-TJ7Y&amp;quot;, &amp;quot;max_job_time&amp;quot;: 3.0, &amp;quot;override_indices&amp;quot;: false, &amp;quot;react_cost_index_override&amp;quot;: 0.0, &amp;quot;react_slots&amp;quot;: 100, &amp;quot;react_system&amp;quot;: &amp;quot;U-TJ7Y&amp;quot;, &amp;quot;sales_tax&amp;quot;: 0.0, &amp;quot;skill_11433&amp;quot;: 3, &amp;quot;skill_11441&amp;quot;: 3, &amp;quot;skill_11442&amp;quot;: 3, &amp;quot;skill_11443&amp;quot;: 3, &amp;quot;skill_11444&amp;quot;: 3, &amp;quot;skill_11445&amp;quot;: 3, &amp;quot;skill_11446&amp;quot;: 3, &amp;quot;skill_11447&amp;quot;: 3, &amp;quot;skill_11448&amp;quot;: 3, &amp;quot;skill_11449&amp;quot;: 3, &amp;quot;skill_11450&amp;quot;: 3, &amp;quot;skill_11451&amp;quot;: 3, &amp;quot;skill_11452&amp;quot;: 3, &amp;quot;skill_11453&amp;quot;: 3, &amp;quot;skill_11454&amp;quot;: 3, &amp;quot;skill_11455&amp;quot;: 3, &amp;quot;skill_11529&amp;quot;: 3, &amp;quot;skill_21790&amp;quot;: 3, &amp;quot;skill_21791&amp;quot;: 3, &amp;quot;skill_22242&amp;quot;: 3, &amp;quot;skill_23087&amp;quot;: 3, &amp;quot;skill_23121&amp;quot;: 3, &amp;quot;skill_30324&amp;quot;: 3, &amp;quot;skill_30325&amp;quot;: 3, &amp;quot;skill_30327&amp;quot;: 3, &amp;quot;skill_30788&amp;quot;: 3, &amp;quot;skill_3400&amp;quot;: 3, &amp;quot;skill_3408&amp;quot;: 3, &amp;quot;skill_52307&amp;quot;: 3, &amp;quot;skill_52308&amp;quot;: 3, &amp;quot;skill_55025&amp;quot;: 3, &amp;quot;skill_81050&amp;quot;: 3, &amp;quot;split_threshold&amp;quot;: 1.0, &amp;quot;structure_rig_me&amp;quot;: 0.042, &amp;quot;structure_rig_te&amp;quot;: 0.42, &amp;quot;structure_skill_te&amp;quot;: 0.2, &amp;quot;structure_struct_me&amp;quot;: 0.01, &amp;quot;structure_struct_te&amp;quot;: 0.25, &amp;quot;use_default_mode&amp;quot;: false}&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sevey</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=FGIP_Configuration&amp;diff=194497</id>
		<title>FGIP Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=FGIP_Configuration&amp;diff=194497"/>
		<updated>2026-07-22T00:57:30Z</updated>

		<summary type="html">&lt;p&gt;Sevey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
* &#039;&#039;&#039;Solar System:&#039;&#039;&#039; U-TJ7Y&lt;br /&gt;
&lt;br /&gt;
== Industrial Structures ==&lt;br /&gt;
&lt;br /&gt;
=== Structure 1: Nidavellir ===&lt;br /&gt;
* &#039;&#039;&#039;Structure Type:&#039;&#039;&#039; Sotiyo&lt;br /&gt;
* &#039;&#039;&#039;Security Status:&#039;&#039;&#039; Null / Wormhole&lt;br /&gt;
* &#039;&#039;&#039;Rigs Fitted:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Rig 1:&#039;&#039;&#039; Standup XL-Set Equipment and Consumable Manufacturing Efficiency I&lt;br /&gt;
** &#039;&#039;&#039;Rig 2:&#039;&#039;&#039; Standup XL-Set Ship Manufacturing Efficiency I&lt;br /&gt;
** &#039;&#039;&#039;Rig 3:&#039;&#039;&#039; Standup XL-Set Structure and Component Manufacturing Efficiency I&lt;br /&gt;
&lt;br /&gt;
=== Structure 2: Crucible ===&lt;br /&gt;
* &#039;&#039;&#039;Structure Type:&#039;&#039;&#039; Tatara&lt;br /&gt;
* &#039;&#039;&#039;Security Status:&#039;&#039;&#039; Null / Wormhole&lt;br /&gt;
* &#039;&#039;&#039;Rigs Fitted:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Rig 1:&#039;&#039;&#039; Standup L-Set Reactor Efficiency II&lt;br /&gt;
** &#039;&#039;&#039;Rig 2:&#039;&#039;&#039; &#039;&#039;Standup L-Set Reprocessing Monitor II&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Rig 3:&#039;&#039;&#039; &#039;&#039;None&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Category Allocations &amp;amp; Efficiencies ==&lt;br /&gt;
&lt;br /&gt;
=== Manufacturing (Nidavellir) ===&lt;br /&gt;
&#039;&#039;Blueprint Note: Part / Material blueprints are assumed to be fully researched.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Build Location&lt;br /&gt;
! Structure ME&lt;br /&gt;
! Structure TE&lt;br /&gt;
! Rig ME&lt;br /&gt;
! Rig TE&lt;br /&gt;
! Skill TE&lt;br /&gt;
! Total ME&lt;br /&gt;
! Total TE&lt;br /&gt;
|-&lt;br /&gt;
| Large Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0% || &#039;&#039;&#039;5.2%&#039;&#039;&#039; || &#039;&#039;&#039;87.0%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Medium Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0% || &#039;&#039;&#039;5.2%&#039;&#039;&#039; || &#039;&#039;&#039;87.0%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Small Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0% || &#039;&#039;&#039;5.2%&#039;&#039;&#039; || &#039;&#039;&#039;87.0%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Large Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0% || &#039;&#039;&#039;5.2%&#039;&#039;&#039; || &#039;&#039;&#039;87.0%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Medium Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0% || &#039;&#039;&#039;5.2%&#039;&#039;&#039; || &#039;&#039;&#039;87.0%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Small Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0% || &#039;&#039;&#039;5.2%&#039;&#039;&#039; || &#039;&#039;&#039;87.0%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Capital Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0% || &#039;&#039;&#039;5.2%&#039;&#039;&#039; || &#039;&#039;&#039;87.0%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Capital Components || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0% || &#039;&#039;&#039;5.2%&#039;&#039;&#039; || &#039;&#039;&#039;87.0%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Components || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0% || &#039;&#039;&#039;5.2%&#039;&#039;&#039; || &#039;&#039;&#039;87.0%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Capital Advanced Components || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0% || &#039;&#039;&#039;5.2%&#039;&#039;&#039; || &#039;&#039;&#039;87.0%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Modules &amp;amp; Equipment || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0% || &#039;&#039;&#039;5.2%&#039;&#039;&#039; || &#039;&#039;&#039;87.0%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Ammunition &amp;amp; Charges || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0% || &#039;&#039;&#039;5.2%&#039;&#039;&#039; || &#039;&#039;&#039;87.0%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Drones &amp;amp; Fighters || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0% || &#039;&#039;&#039;5.2%&#039;&#039;&#039; || &#039;&#039;&#039;87.0%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Structures &amp;amp; Fuel Blocks || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0% || &#039;&#039;&#039;5.2%&#039;&#039;&#039; || &#039;&#039;&#039;87.0%&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reactions (Crucible) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Reaction Type !! Build Location !! Struct ME !! Struct TE !! Rig ME !! Rig TE !! Skill TE&lt;br /&gt;
|-&lt;br /&gt;
| Composite Reactions || Crucible || 0.0% || 25.0% || 2.64% || 26.4% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Reactions || Crucible || 0.0% || 25.0% || 2.64% || 26.4% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Bio and Gas-Phase Reactions || Crucible || 0.0% || 25.0% || 2.64% || 26.4% || 20.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Raw Configuration File ==&lt;br /&gt;
[https://drive.google.com/file/d/1VECEvr_h524rLKl-iRsfv9lncNm2_qzv/view?usp=sharing Download The Config HERE]&amp;lt;syntaxhighlight lang=&amp;quot;json&amp;quot;&amp;gt;{&amp;quot;No_1st_reacts&amp;quot;: false, &amp;quot;No_2nd_reacts&amp;quot;: false, &amp;quot;No_advanced_cap_components&amp;quot;: false, &amp;quot;No_advanced_components&amp;quot;: false, &amp;quot;No_bio_reacts&amp;quot;: false, &amp;quot;No_cap_comps&amp;quot;: false, &amp;quot;No_fuel_blocks&amp;quot;: false, &amp;quot;No_gas_phase_reacts&amp;quot;: false, &amp;quot;No_hyb_comps&amp;quot;: false, &amp;quot;No_hyb_reacts&amp;quot;: false, &amp;quot;No_list&amp;quot;: &amp;quot;&amp;quot;, &amp;quot;No_t1_hulls&amp;quot;: false, &amp;quot;No_tools&amp;quot;: false, &amp;quot;adv_comp_rig_me&amp;quot;: 0.042, &amp;quot;adv_comp_rig_te&amp;quot;: 0.42, &amp;quot;adv_comp_skill_te&amp;quot;: 0.2, &amp;quot;adv_comp_struct_me&amp;quot;: 0.01, &amp;quot;adv_comp_struct_te&amp;quot;: 0.25, &amp;quot;adv_large_ship_rig_me&amp;quot;: 0.042, &amp;quot;adv_large_ship_rig_te&amp;quot;: 0.42, &amp;quot;adv_large_ship_skill_te&amp;quot;: 0.2, &amp;quot;adv_large_ship_struct_me&amp;quot;: 0.01, &amp;quot;adv_large_ship_struct_te&amp;quot;: 0.25, &amp;quot;adv_med_ship_rig_me&amp;quot;: 0.042, &amp;quot;adv_med_ship_rig_te&amp;quot;: 0.42, &amp;quot;adv_med_ship_skill_te&amp;quot;: 0.2, &amp;quot;adv_med_ship_struct_me&amp;quot;: 0.01, &amp;quot;adv_med_ship_struct_te&amp;quot;: 0.25, &amp;quot;adv_small_ship_rig_me&amp;quot;: 0.042, &amp;quot;adv_small_ship_rig_te&amp;quot;: 0.42, &amp;quot;adv_small_ship_skill_te&amp;quot;: 0.2, &amp;quot;adv_small_ship_struct_me&amp;quot;: 0.01, &amp;quot;adv_small_ship_struct_te&amp;quot;: 0.25, &amp;quot;ammo_rig_me&amp;quot;: 0.042, &amp;quot;ammo_rig_te&amp;quot;: 0.42, &amp;quot;ammo_skill_te&amp;quot;: 0.2, &amp;quot;ammo_struct_me&amp;quot;: 0.01, &amp;quot;ammo_struct_te&amp;quot;: 0.25, &amp;quot;basic_large_ship_rig_me&amp;quot;: 0.042, &amp;quot;basic_large_ship_rig_te&amp;quot;: 0.42, &amp;quot;basic_large_ship_skill_te&amp;quot;: 0.2, &amp;quot;basic_large_ship_struct_me&amp;quot;: 0.01, &amp;quot;basic_large_ship_struct_te&amp;quot;: 0.25, &amp;quot;basic_med_ship_rig_me&amp;quot;: 0.042, &amp;quot;basic_med_ship_rig_te&amp;quot;: 0.42, &amp;quot;basic_med_ship_skill_te&amp;quot;: 0.2, &amp;quot;basic_med_ship_struct_me&amp;quot;: 0.01, &amp;quot;basic_med_ship_struct_te&amp;quot;: 0.25, &amp;quot;basic_small_ship_rig_me&amp;quot;: 0.042, &amp;quot;basic_small_ship_rig_te&amp;quot;: 0.42, &amp;quot;basic_small_ship_skill_te&amp;quot;: 0.2, &amp;quot;basic_small_ship_struct_me&amp;quot;: 0.01, &amp;quot;basic_small_ship_struct_te&amp;quot;: 0.25, &amp;quot;bio_react_rig_me&amp;quot;: 0.0264, &amp;quot;bio_react_rig_te&amp;quot;: 0.264, &amp;quot;bio_react_skill_te&amp;quot;: 0.2, &amp;quot;bio_react_struct_me&amp;quot;: 0.0, &amp;quot;bio_react_struct_te&amp;quot;: 0.25, &amp;quot;brokers_fee&amp;quot;: 0.0, &amp;quot;cap_adv_comp_rig_me&amp;quot;: 0.042, &amp;quot;cap_adv_comp_rig_te&amp;quot;: 0.42, &amp;quot;cap_adv_comp_skill_te&amp;quot;: 0.2, &amp;quot;cap_adv_comp_struct_me&amp;quot;: 0.01, &amp;quot;cap_adv_comp_struct_te&amp;quot;: 0.25, &amp;quot;cap_comp_rig_me&amp;quot;: 0.042, &amp;quot;cap_comp_rig_te&amp;quot;: 0.42, &amp;quot;cap_comp_skill_te&amp;quot;: 0.2, &amp;quot;cap_comp_struct_me&amp;quot;: 0.01, &amp;quot;cap_comp_struct_te&amp;quot;: 0.25, &amp;quot;cap_ship_rig_me&amp;quot;: 0.042, &amp;quot;cap_ship_rig_te&amp;quot;: 0.42, &amp;quot;cap_ship_skill_te&amp;quot;: 0.2, &amp;quot;cap_ship_struct_me&amp;quot;: 0.01, &amp;quot;cap_ship_struct_te&amp;quot;: 0.25, &amp;quot;comp_react_rig_me&amp;quot;: 0.0264, &amp;quot;comp_react_rig_te&amp;quot;: 0.264, &amp;quot;comp_react_skill_te&amp;quot;: 0.2, &amp;quot;comp_react_struct_me&amp;quot;: 0.0, &amp;quot;comp_react_struct_te&amp;quot;: 0.25, &amp;quot;cookie_version&amp;quot;: 0.08, &amp;quot;drones_rig_me&amp;quot;: 0.042, &amp;quot;drones_rig_te&amp;quot;: 0.42, &amp;quot;drones_skill_te&amp;quot;: 0.2, &amp;quot;drones_struct_me&amp;quot;: 0.01, &amp;quot;drones_struct_te&amp;quot;: 0.25, &amp;quot;equipment_rig_me&amp;quot;: 0.042, &amp;quot;equipment_rig_te&amp;quot;: 0.42, &amp;quot;equipment_skill_te&amp;quot;: 0.2, &amp;quot;equipment_struct_me&amp;quot;: 0.01, &amp;quot;equipment_struct_te&amp;quot;: 0.25, &amp;quot;hidden_allocation_dict&amp;quot;: {&amp;quot;adv_comp_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;adv_large_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;adv_med_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;adv_small_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;ammo_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;basic_large_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;basic_med_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;basic_small_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;bio_react_select&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;cap_adv_comp_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;cap_comp_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;cap_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;comp_react_select&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;drones_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;equipment_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;hyb_react_select&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;structure_select&amp;quot;: &amp;quot;Structure 1&amp;quot;}, &amp;quot;hidden_my_structures&amp;quot;: [{&amp;quot;Rig1&amp;quot;: &amp;quot;Standup XL-Set Equipment and Consumable Manufacturing Efficiency I&amp;quot;, &amp;quot;Rig2&amp;quot;: &amp;quot;Standup XL-Set Ship Manufacturing Efficiency I&amp;quot;, &amp;quot;Rig3&amp;quot;: &amp;quot;Standup XL-Set Structure and Component Manufacturing Efficiency I&amp;quot;, &amp;quot;id&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;name&amp;quot;: &amp;quot;Nidavellir&amp;quot;, &amp;quot;security&amp;quot;: &amp;quot;Null / Wormhole&amp;quot;, &amp;quot;structure&amp;quot;: &amp;quot;Sotiyo&amp;quot;}, {&amp;quot;Rig1&amp;quot;: &amp;quot;Standup L-Set Reactor Efficiency II&amp;quot;, &amp;quot;Rig2&amp;quot;: &amp;quot;No Rig&amp;quot;, &amp;quot;Rig3&amp;quot;: &amp;quot;No Rig&amp;quot;, &amp;quot;id&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;name&amp;quot;: &amp;quot;Crucible&amp;quot;, &amp;quot;security&amp;quot;: &amp;quot;Null / Wormhole&amp;quot;, &amp;quot;structure&amp;quot;: &amp;quot;Tatara&amp;quot;}], &amp;quot;hyb_react_rig_me&amp;quot;: 0.0264, &amp;quot;hyb_react_rig_te&amp;quot;: 0.264, &amp;quot;hyb_react_skill_te&amp;quot;: 0.2, &amp;quot;hyb_react_struct_me&amp;quot;: 0.0, &amp;quot;hyb_react_struct_te&amp;quot;: 0.25, &amp;quot;inv_cost_index_override&amp;quot;: 0.0, &amp;quot;inv_cost_reduction&amp;quot;: 0.0, &amp;quot;inv_system&amp;quot;: &amp;quot;U-TJ7Y&amp;quot;, &amp;quot;manu_cost_index_override&amp;quot;: 0.0, &amp;quot;manu_slots&amp;quot;: 300, &amp;quot;manu_system&amp;quot;: &amp;quot;U-TJ7Y&amp;quot;, &amp;quot;max_job_time&amp;quot;: 3.0, &amp;quot;override_indices&amp;quot;: false, &amp;quot;react_cost_index_override&amp;quot;: 0.0, &amp;quot;react_slots&amp;quot;: 100, &amp;quot;react_system&amp;quot;: &amp;quot;U-TJ7Y&amp;quot;, &amp;quot;sales_tax&amp;quot;: 0.0, &amp;quot;skill_11433&amp;quot;: 3, &amp;quot;skill_11441&amp;quot;: 3, &amp;quot;skill_11442&amp;quot;: 3, &amp;quot;skill_11443&amp;quot;: 3, &amp;quot;skill_11444&amp;quot;: 3, &amp;quot;skill_11445&amp;quot;: 3, &amp;quot;skill_11446&amp;quot;: 3, &amp;quot;skill_11447&amp;quot;: 3, &amp;quot;skill_11448&amp;quot;: 3, &amp;quot;skill_11449&amp;quot;: 3, &amp;quot;skill_11450&amp;quot;: 3, &amp;quot;skill_11451&amp;quot;: 3, &amp;quot;skill_11452&amp;quot;: 3, &amp;quot;skill_11453&amp;quot;: 3, &amp;quot;skill_11454&amp;quot;: 3, &amp;quot;skill_11455&amp;quot;: 3, &amp;quot;skill_11529&amp;quot;: 3, &amp;quot;skill_21790&amp;quot;: 3, &amp;quot;skill_21791&amp;quot;: 3, &amp;quot;skill_22242&amp;quot;: 3, &amp;quot;skill_23087&amp;quot;: 3, &amp;quot;skill_23121&amp;quot;: 3, &amp;quot;skill_30324&amp;quot;: 3, &amp;quot;skill_30325&amp;quot;: 3, &amp;quot;skill_30327&amp;quot;: 3, &amp;quot;skill_30788&amp;quot;: 3, &amp;quot;skill_3400&amp;quot;: 3, &amp;quot;skill_3408&amp;quot;: 3, &amp;quot;skill_52307&amp;quot;: 3, &amp;quot;skill_52308&amp;quot;: 3, &amp;quot;skill_55025&amp;quot;: 3, &amp;quot;skill_81050&amp;quot;: 3, &amp;quot;split_threshold&amp;quot;: 1.0, &amp;quot;structure_rig_me&amp;quot;: 0.042, &amp;quot;structure_rig_te&amp;quot;: 0.42, &amp;quot;structure_skill_te&amp;quot;: 0.2, &amp;quot;structure_struct_me&amp;quot;: 0.01, &amp;quot;structure_struct_te&amp;quot;: 0.25, &amp;quot;use_default_mode&amp;quot;: false}&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sevey</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=Drifter_Wormholes&amp;diff=194479</id>
		<title>Drifter Wormholes</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=Drifter_Wormholes&amp;diff=194479"/>
		<updated>2026-07-21T19:36:29Z</updated>

		<summary type="html">&lt;p&gt;Sevey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Drifter Wormholes&#039;&#039;&#039; (Unidentified Wormholes leading to Sentinel, Barbican, Vidette, Conflux, or Redoubt) present high-value tactical opportunities and strategic risks across New Eden. &lt;br /&gt;
&lt;br /&gt;
Because these connections span dozens of regions, &amp;quot;criting&amp;quot; (reducing mass to critical) or actively rolling these connections is an operational necessity. Mastery of Hole Control dictates who controls the flow of content, allowing your alliance to project force globally while completely denying hostile fleet logistics into your home space.&lt;br /&gt;
&lt;br /&gt;
== Corporation Rules &amp;amp; Mandatory SOP ==&lt;br /&gt;
&lt;br /&gt;
All corporation members and pilots operating in home space must strictly adhere to the following standing orders regarding Drifter connections:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;IMMEDIATE ACTION (NO EXCEPTIONS):&#039;&#039;&#039; All Drifter wormholes found in home space must be brought to Critical Mass (**crit**) immediately upon discovery. There are **zero exceptions** to this rule.&lt;br /&gt;
# &#039;&#039;&#039;PRIORITY OVERRIDE:&#039;&#039;&#039; If you scan down or stumble upon an active Drifter connection, stop whatever non-critical activity you are doing (ratting, mining, industrial logistics), immediately mobilize a rolling vessel, bring the hole to critical status, and then resume your previous activity.&lt;br /&gt;
# &#039;&#039;&#039;CRIT AND MOVE ON:&#039;&#039;&#039; Do not leave the hole un-crit while waiting for others, and do not completely collapse/close it unless explicitly instructed by a Fleet Commander (FC). Bring it to Stage 3 (critically disrupted), stop rolling, and move on.&lt;br /&gt;
# &#039;&#039;&#039;MANDATORY INTEL REPORTING:&#039;&#039;&#039; The moment the hole reaches critical status, you **MUST** post a report in the corporation/alliance intel channel and `FRT.DRIFTING`. Include:&lt;br /&gt;
#* System Name &amp;amp; Celestial / Bookmark&lt;br /&gt;
#* Wormhole Signature ID &amp;amp; Type (e.g., V928, B735)&lt;br /&gt;
#* Status Confirmation: &#039;&#039;&#039;CRIT COMPLETE&#039;&#039;&#039;&lt;br /&gt;
[[File:Image.png|thumb|482x482px]]&lt;br /&gt;
&lt;br /&gt;
== System Network &amp;amp; Signatures ==&lt;br /&gt;
&lt;br /&gt;
Drifter wormhole connections are deadspaced on the wormhole side and feature specific signature designations based on the destination hive system.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Wormhole Name !! K-Space Sig !! J-Type Designation !! System Effect !! Controlling NPC Faction !! System ID / Hub&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vidette&#039;&#039;&#039; || V928 || J164710 || Magnetar || Amarr Empire || Sanctified Vidette&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Redoubt&#039;&#039;&#039; || R259 || J174618 || Wolf-Rayet || Triglavian Collective || Azdaja Redoubt&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sentinel&#039;&#039;&#039; || S877 || J055520 || Red Giant || EDENCOM || Sentinel MZ&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Barbican&#039;&#039;&#039; || B735 || J110145 || Cataclysmic Variable || Minmatar Republic || Liberated Barbican&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Conflux&#039;&#039;&#039; || C414 || J200727 || Pulsar || Caldari State || Conflux Eyrie&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Network Topography &amp;amp; Mass Properties ===&lt;br /&gt;
* &#039;&#039;&#039;Total Connections:&#039;&#039;&#039; Each Drifter system connects to 50–70 K-Space systems via Jove Observatories, plus 6 static wormholes to C1–C6 J-space (Z647, D382, O477, Y683, N062, R474).&lt;br /&gt;
* &#039;&#039;&#039;Spawn Mass:&#039;&#039;&#039; Drifter connections spawn at exactly half of their maximum capacity (approx. 375,000,000 kg remaining capacity).&lt;br /&gt;
* &#039;&#039;&#039;Maximum Jump Mass:&#039;&#039;&#039; 300,000,000 kg per single jump.&lt;br /&gt;
* &#039;&#039;&#039;Transit Rule:&#039;&#039;&#039; Due to initial spawn limits, heavy fleets (e.g., Battleships) are capped at around 25 ships before total collapse, whereas Assault Frigate fleets (Harpy: ~1.04M kg, Retribution: ~1.17M kg) can transit 150+ pilots two-way.&lt;br /&gt;
&lt;br /&gt;
== Operational Importance &amp;amp; Hole Control ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Absolute System Security:&#039;&#039;&#039; Drifter connections allow hostile fleets to bypass regional gate camps and cyno jammers. Criting the hole restricts heavy hostile doctrines (Battleships, T3Cs, Heavy Assault Cruisers) from jumping through without risking trapping their fleet or collapsing the connection prematurely.&lt;br /&gt;
* &#039;&#039;&#039;The &amp;quot;Scout-Only&amp;quot; State:&#039;&#039;&#039; A properly crit hole allows friendly fast-tackle and nullified interceptors to move freely for intel gathering, while remaining entirely impassable to a hostile invasion force. &lt;br /&gt;
* &#039;&#039;&#039;Signature Management:&#039;&#039;&#039; Drifter hubs can contain over 50 active signatures. Dedicated scout alts in nullified interceptors should bookmark connections from the inside rather than attempting to scan down every signature from scratch.&lt;br /&gt;
* &#039;&#039;&#039;NPC Threat Mitigation:&#039;&#039;&#039; Unattended Drifter holes can spawn aggressive roaming patrols, including Apollo/Artemis Tyrannos or Autothysian Lancers, which will attack local structures or pod capsuleers if aggressed.&lt;br /&gt;
&lt;br /&gt;
== Advanced Mass Mechanics &amp;amp; Vessel Fits ==&lt;br /&gt;
&lt;br /&gt;
To achieve perfect hole control, pilots must understand exact mass manipulation. Do not guess; calculate your mass.&lt;br /&gt;
&lt;br /&gt;
=== Heavy Mass Roller (Megathron / Praxis) ===&lt;br /&gt;
* &#039;&#039;&#039;Role:&#039;&#039;&#039; Rapid mass reduction prior to Stage 3.&lt;br /&gt;
* &#039;&#039;&#039;Propulsion:&#039;&#039;&#039; 500MN Heavy Microwarpdrive (High Mass Mode) + Higgs Anchor Rig.&lt;br /&gt;
* &#039;&#039;&#039;Mass Standard:&#039;&#039;&#039; ~160,000,000 kg (Cold / MWD Off).&lt;br /&gt;
* &#039;&#039;&#039;Mass Standard:&#039;&#039;&#039; ~300,000,000 kg (Hot / MWD On).&lt;br /&gt;
&lt;br /&gt;
=== Precision Finisher (Heavy Interdictor - HIC) ===&lt;br /&gt;
* &#039;&#039;&#039;Role:&#039;&#039;&#039; Controlled final pass to crit without inadvertently collapsing the hole.&lt;br /&gt;
* &#039;&#039;&#039;Propulsion:&#039;&#039;&#039; 100MN Afterburner or MWD + Zero-Point Mass Entangler.&lt;br /&gt;
* &#039;&#039;&#039;Mechanic Setup:&#039;&#039;&#039; Activating the Entangler with the mass reduction script drops the HIC&#039;s mass to roughly 1,000,000 kg (frigate levels), ensuring it can always jump back safely without collapsing a critical hole.&lt;br /&gt;
&lt;br /&gt;
=== Budget / Light Mass Roller (Sigil - T1 Industrial) ===&lt;br /&gt;
* &#039;&#039;&#039;Role:&#039;&#039;&#039; Low-cost, accessible option for controlled mass reduction and safe precision passes without requiring Heavy Interdictor (HIC) skills.&lt;br /&gt;
* &#039;&#039;&#039;Propulsion:&#039;&#039;&#039; Oversized 100MN Microwarpdrive (or 50MN MWD) + Higgs Anchor Rig / Inertial Stabilizers.&lt;br /&gt;
* &#039;&#039;&#039;Mass Standard:&#039;&#039;&#039; ~12,500,000 kg (Cold / MWD Off).&lt;br /&gt;
* &#039;&#039;&#039;Mass Standard:&#039;&#039;&#039; ~62,500,000 kg (Hot / 100MN MWD On).&lt;br /&gt;
* &#039;&#039;&#039;Operational Advantage:&#039;&#039;&#039; Highly disposable and cheap; ideal for fine-tuning destabilized holes close to the critical threshold when a HIC is unavailable.&lt;br /&gt;
&lt;br /&gt;
== Step-by-Step Criting Procedure ==&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: Pre-Execution Scouting &amp;amp; Grid Control ===&lt;br /&gt;
# &#039;&#039;&#039;Grid Check:&#039;&#039;&#039; Send a cloaked scout or nullified interceptor through first. Confirm the far side is clear of enemy bubbles, interdictors, or Drifter Battleships.&lt;br /&gt;
# &#039;&#039;&#039;Establish Pickets:&#039;&#039;&#039; Place a cloaked scout at a ping (approx. 200km) on both the K-Space and J-Space sides of the hole to provide early warning of hostile movement.&lt;br /&gt;
# &#039;&#039;&#039;Check Mass Description:&#039;&#039;&#039; Verify the current text of the wormhole.&lt;br /&gt;
# &#039;&#039;&#039;Fresh Hole Text:&#039;&#039;&#039; &amp;quot;This wormhole has not yet had its stability significantly disrupted...&amp;quot; (&amp;gt; 50% mass remaining).&lt;br /&gt;
# &#039;&#039;&#039;Destabilized Text:&#039;&#039;&#039; &amp;quot;This wormhole has had its stability reduced, but not to a critical degree yet...&amp;quot; (10%–50% mass remaining).&lt;br /&gt;
# &#039;&#039;&#039;Critical Text:&#039;&#039;&#039; &amp;quot;This wormhole has had its stability critically disrupted...&amp;quot; (&amp;lt; 10% mass remaining).&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Mass Reduction Runs ===&lt;br /&gt;
# &#039;&#039;&#039;Cold Entry:&#039;&#039;&#039; Jump the heavy rolling battleship through **COLD** (MWD Off, ~160M kg).&lt;br /&gt;
# &#039;&#039;&#039;Hot Exit:&#039;&#039;&#039; Align back, activate the 500MN MWD **HOT** right before entry back into home space (~300M kg). This removes approx 460M kg total from the hole&#039;s lifespan per round trip.&lt;br /&gt;
# &#039;&#039;&#039;Track Pass Mass:&#039;&#039;&#039; Log each pass&#039;s estimated weight in local or fleet chat. Communication is mandatory to prevent accidental closure and trapped pilots.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3: Bringing to Critical Mass &amp;amp; Sealing ===&lt;br /&gt;
# As soon as the hole transitions to Stage 2 (&amp;quot;reduced, but not critical&amp;quot;), cease all battleship operations. &lt;br /&gt;
# Switch to a **HIC** or **100MN Sigil** for precision passes. Jump out with prop mod on to remove small, controlled chunks of mass (~62M kg per pass on a Sigil).&lt;br /&gt;
# If using a HIC, jump back home with the Zero-Point Mass Entangler active to ensure zero risk of collapse on the return trip.&lt;br /&gt;
# Repeat precision passes until the status explicitly reads &#039;&#039;&#039;critically disrupted&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Stop &amp;amp; Report:&#039;&#039;&#039; Stop rolling immediately once critical status is confirmed. Report the completed crit in alliance intel.&lt;br /&gt;
# &#039;&#039;&#039;Dictor Placement:&#039;&#039;&#039; Once crit, anchor a Mobile Warp Disruptor (Bubble) or position a cloaked Interdictor on the K-Space side to catch hostile scouts attempting to map the connection.&lt;br /&gt;
&lt;br /&gt;
== Tactical Maneuvers &amp;amp; Fail States ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Offensive Rolling (The Trap):&#039;&#039;&#039; If a hostile heavy fleet jumps through a Drifter hole into your space, you can use HICs, Sigils, and Battleships to intentionally collapse the hole behind them. This traps the hostile fleet in your space with no logistic support, forcing them to take standard gate routes where you have pre-positioned capitals or gate camps.&lt;br /&gt;
* &#039;&#039;&#039;Rolled Out Recovery:&#039;&#039;&#039; If a rolling ship pilot accidentally collapses the hole while on the wrong side, they must immediately safe up, cloak, and await a new scanning path. Rolling ships should always carry a Mobile Depot, Probe Launcher, and Core Scanner Probes in their cargo hold for self-rescue.&lt;br /&gt;
&lt;br /&gt;
== Hazards &amp;amp; NPC Combat Mechanics ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! NPC Unit !! Location !! Threat Level !! Key Mechanics &amp;amp; EWAR&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Apollo / Artemis Tyrannos&#039;&#039;&#039; || K-Space / Drifter WHs || Critical || Overshield, 750k HP Doomsday weapon, 1300 DPS Omni damage, 3500 m/s speed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Autothysian Lancer&#039;&#039;&#039; || Jove Observatories || Medium || Scout drones; non-hostile unless aggressed or approached within 50km near observatories. &#039;&#039;&#039;Will pod capsuleers.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Arithmos Tyrannos&#039;&#039;&#039; || C5/C6 Capital Escalations || Extremely High || 200 GJ/s Neuts, 4-point Warp Scramble, high tank, no Doomsday.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hikanta / Ladon / Mynos&#039;&#039;&#039; || Drifter Hive Sites || Critical || Mynos Scrambles at 11km (shuts down MWD/MJD); Ladon Webs; Strategos flies Dreadnought in Nexus Point.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Aggro Clearing Protocol ===&lt;br /&gt;
If you accidentally trigger aggression from Autothysian Lancers or roaming Drifters:&lt;br /&gt;
# Dock immediately or clear the grid.&lt;br /&gt;
# Board a cheap frigate (do not use a corvette).&lt;br /&gt;
# Warp to the Jove Observatory and let the Lancers/Drifters destroy your frigate.&lt;br /&gt;
# Destruction of a player-owned frigate clears your character from their system-wide aggression table.&lt;br /&gt;
&lt;br /&gt;
== Regional Routing &amp;amp; Alliance Intel ==&lt;br /&gt;
&lt;br /&gt;
=== Regional Distribution ===&lt;br /&gt;
* &#039;&#039;&#039;Primary Operating Regions:&#039;&#039;&#039; Branch, Tenal, Deklein, Pure Blind, Tribute, Vale of the Silent.&lt;br /&gt;
* &#039;&#039;&#039;Secondary Connecting Regions:&#039;&#039;&#039; Aridia, Delve, Esoteria, Etherium Reach, Feythabolis, Fountain, Khanid, Malpais, Omist, Querious, Period Basis, Providence, Stain, Tenerifis, The Spire.&lt;br /&gt;
&lt;br /&gt;
=== In-Game Intelligence Channels ===&lt;br /&gt;
* &#039;&#039;&#039;`FRT.DRIFTING`&#039;&#039;&#039;: Contains live lists of active Drifter connections across Vale, Tribute, and surrounding regions, Dotlan route links, and recommended jump clone locations.&lt;br /&gt;
* &#039;&#039;&#039;`Consortium Operations` (ARC)&#039;&#039;&#039;: Public research fleets and site-running operations inside Drifter wormholes.&lt;br /&gt;
&lt;br /&gt;
== External References &amp;amp; Resources ==&lt;br /&gt;
* [https://schildwall.phbv3.de/drifters/ Schildwall Drifter Index &amp;amp; Wormhole Tracker]&lt;br /&gt;
* [https://wiki.eveuniversity.org/Drifters EVE University - Drifters Database]&lt;br /&gt;
* [https://www.youtube.com/watch?v=J5E18jizzqM Flyler: Drifter Wormholes &amp;amp; How To Use Them]&lt;br /&gt;
* [https://wiki.winterco.org/en/guide/drifter_wormhole_maps WinterCo - Drifter Wormhole Mapping Guide]&lt;/div&gt;</summary>
		<author><name>Sevey</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=File:Image.png&amp;diff=194478</id>
		<title>File:Image.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=File:Image.png&amp;diff=194478"/>
		<updated>2026-07-21T19:36:21Z</updated>

		<summary type="html">&lt;p&gt;Sevey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Drifter Map&lt;/div&gt;</summary>
		<author><name>Sevey</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=Drifter_Wormholes&amp;diff=194477</id>
		<title>Drifter Wormholes</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=Drifter_Wormholes&amp;diff=194477"/>
		<updated>2026-07-21T19:29:39Z</updated>

		<summary type="html">&lt;p&gt;Sevey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Drifter Wormholes&#039;&#039;&#039; (Unidentified Wormholes leading to Sentinel, Barbican, Vidette, Conflux, or Redoubt) present high-value tactical opportunities and strategic risks across New Eden. &lt;br /&gt;
&lt;br /&gt;
Because these connections span dozens of regions, &amp;quot;criting&amp;quot; (reducing mass to critical) or actively rolling these connections is an operational necessity. Mastery of Hole Control dictates who controls the flow of content, allowing your alliance to project force globally while completely denying hostile fleet logistics into your home space.&lt;br /&gt;
&lt;br /&gt;
== Corporation Rules &amp;amp; Mandatory SOP ==&lt;br /&gt;
&lt;br /&gt;
All corporation members and pilots operating in home space must strictly adhere to the following standing orders regarding Drifter connections:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;IMMEDIATE ACTION (NO EXCEPTIONS):&#039;&#039;&#039; All Drifter wormholes found in home space must be brought to Critical Mass (**crit**) immediately upon discovery. There are **zero exceptions** to this rule.&lt;br /&gt;
# &#039;&#039;&#039;PRIORITY OVERRIDE:&#039;&#039;&#039; If you scan down or stumble upon an active Drifter connection, stop whatever non-critical activity you are doing (ratting, mining, industrial logistics), immediately mobilize a rolling vessel, bring the hole to critical status, and then resume your previous activity.&lt;br /&gt;
# &#039;&#039;&#039;CRIT AND MOVE ON:&#039;&#039;&#039; Do not leave the hole un-crit while waiting for others, and do not completely collapse/close it unless explicitly instructed by a Fleet Commander (FC). Bring it to Stage 3 (critically disrupted), stop rolling, and move on.&lt;br /&gt;
# &#039;&#039;&#039;MANDATORY INTEL REPORTING:&#039;&#039;&#039; The moment the hole reaches critical status, you **MUST** post a report in the corporation/alliance intel channel and `FRT.DRIFTING`. Include:&lt;br /&gt;
#* System Name &amp;amp; Celestial / Bookmark&lt;br /&gt;
#* Wormhole Signature ID &amp;amp; Type (e.g., V928, B735)&lt;br /&gt;
#* Status Confirmation: &#039;&#039;&#039;CRIT COMPLETE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== System Network &amp;amp; Signatures ==&lt;br /&gt;
&lt;br /&gt;
Drifter wormhole connections are deadspaced on the wormhole side and feature specific signature designations based on the destination hive system.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Wormhole Name !! K-Space Sig !! J-Type Designation !! System Effect !! Controlling NPC Faction !! System ID / Hub&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vidette&#039;&#039;&#039; || V928 || J164710 || Magnetar || Amarr Empire || Sanctified Vidette&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Redoubt&#039;&#039;&#039; || R259 || J174618 || Wolf-Rayet || Triglavian Collective || Azdaja Redoubt&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sentinel&#039;&#039;&#039; || S877 || J055520 || Red Giant || EDENCOM || Sentinel MZ&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Barbican&#039;&#039;&#039; || B735 || J110145 || Cataclysmic Variable || Minmatar Republic || Liberated Barbican&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Conflux&#039;&#039;&#039; || C414 || J200727 || Pulsar || Caldari State || Conflux Eyrie&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Network Topography &amp;amp; Mass Properties ===&lt;br /&gt;
* &#039;&#039;&#039;Total Connections:&#039;&#039;&#039; Each Drifter system connects to 50–70 K-Space systems via Jove Observatories, plus 6 static wormholes to C1–C6 J-space (Z647, D382, O477, Y683, N062, R474).&lt;br /&gt;
* &#039;&#039;&#039;Spawn Mass:&#039;&#039;&#039; Drifter connections spawn at exactly half of their maximum capacity (approx. 375,000,000 kg remaining capacity).&lt;br /&gt;
* &#039;&#039;&#039;Maximum Jump Mass:&#039;&#039;&#039; 300,000,000 kg per single jump.&lt;br /&gt;
* &#039;&#039;&#039;Transit Rule:&#039;&#039;&#039; Due to initial spawn limits, heavy fleets (e.g., Battleships) are capped at around 25 ships before total collapse, whereas Assault Frigate fleets (Harpy: ~1.04M kg, Retribution: ~1.17M kg) can transit 150+ pilots two-way.&lt;br /&gt;
&lt;br /&gt;
== Operational Importance &amp;amp; Hole Control ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Absolute System Security:&#039;&#039;&#039; Drifter connections allow hostile fleets to bypass regional gate camps and cyno jammers. Criting the hole restricts heavy hostile doctrines (Battleships, T3Cs, Heavy Assault Cruisers) from jumping through without risking trapping their fleet or collapsing the connection prematurely.&lt;br /&gt;
* &#039;&#039;&#039;The &amp;quot;Scout-Only&amp;quot; State:&#039;&#039;&#039; A properly crit hole allows friendly fast-tackle and nullified interceptors to move freely for intel gathering, while remaining entirely impassable to a hostile invasion force. &lt;br /&gt;
* &#039;&#039;&#039;Signature Management:&#039;&#039;&#039; Drifter hubs can contain over 50 active signatures. Dedicated scout alts in nullified interceptors should bookmark connections from the inside rather than attempting to scan down every signature from scratch.&lt;br /&gt;
* &#039;&#039;&#039;NPC Threat Mitigation:&#039;&#039;&#039; Unattended Drifter holes can spawn aggressive roaming patrols, including Apollo/Artemis Tyrannos or Autothysian Lancers, which will attack local structures or pod capsuleers if aggressed.&lt;br /&gt;
&lt;br /&gt;
== Advanced Mass Mechanics &amp;amp; Vessel Fits ==&lt;br /&gt;
&lt;br /&gt;
To achieve perfect hole control, pilots must understand exact mass manipulation. Do not guess; calculate your mass.&lt;br /&gt;
&lt;br /&gt;
=== Heavy Mass Roller (Megathron / Praxis) ===&lt;br /&gt;
* &#039;&#039;&#039;Role:&#039;&#039;&#039; Rapid mass reduction prior to Stage 3.&lt;br /&gt;
* &#039;&#039;&#039;Propulsion:&#039;&#039;&#039; 500MN Heavy Microwarpdrive (High Mass Mode) + Higgs Anchor Rig.&lt;br /&gt;
* &#039;&#039;&#039;Mass Standard:&#039;&#039;&#039; ~160,000,000 kg (Cold / MWD Off).&lt;br /&gt;
* &#039;&#039;&#039;Mass Standard:&#039;&#039;&#039; ~300,000,000 kg (Hot / MWD On).&lt;br /&gt;
&lt;br /&gt;
=== Precision Finisher (Heavy Interdictor - HIC) ===&lt;br /&gt;
* &#039;&#039;&#039;Role:&#039;&#039;&#039; Controlled final pass to crit without inadvertently collapsing the hole.&lt;br /&gt;
* &#039;&#039;&#039;Propulsion:&#039;&#039;&#039; 100MN Afterburner or MWD + Zero-Point Mass Entangler.&lt;br /&gt;
* &#039;&#039;&#039;Mechanic Setup:&#039;&#039;&#039; Activating the Entangler with the mass reduction script drops the HIC&#039;s mass to roughly 1,000,000 kg (frigate levels), ensuring it can always jump back safely without collapsing a critical hole.&lt;br /&gt;
&lt;br /&gt;
=== Budget / Light Mass Roller (Sigil - T1 Industrial) ===&lt;br /&gt;
* &#039;&#039;&#039;Role:&#039;&#039;&#039; Low-cost, accessible option for controlled mass reduction and safe precision passes without requiring Heavy Interdictor (HIC) skills.&lt;br /&gt;
* &#039;&#039;&#039;Propulsion:&#039;&#039;&#039; Oversized 100MN Microwarpdrive (or 50MN MWD) + Higgs Anchor Rig / Inertial Stabilizers.&lt;br /&gt;
* &#039;&#039;&#039;Mass Standard:&#039;&#039;&#039; ~12,500,000 kg (Cold / MWD Off).&lt;br /&gt;
* &#039;&#039;&#039;Mass Standard:&#039;&#039;&#039; ~62,500,000 kg (Hot / 100MN MWD On).&lt;br /&gt;
* &#039;&#039;&#039;Operational Advantage:&#039;&#039;&#039; Highly disposable and cheap; ideal for fine-tuning destabilized holes close to the critical threshold when a HIC is unavailable.&lt;br /&gt;
&lt;br /&gt;
== Step-by-Step Criting Procedure ==&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: Pre-Execution Scouting &amp;amp; Grid Control ===&lt;br /&gt;
# &#039;&#039;&#039;Grid Check:&#039;&#039;&#039; Send a cloaked scout or nullified interceptor through first. Confirm the far side is clear of enemy bubbles, interdictors, or Drifter Battleships.&lt;br /&gt;
# &#039;&#039;&#039;Establish Pickets:&#039;&#039;&#039; Place a cloaked scout at a ping (approx. 200km) on both the K-Space and J-Space sides of the hole to provide early warning of hostile movement.&lt;br /&gt;
# &#039;&#039;&#039;Check Mass Description:&#039;&#039;&#039; Verify the current text of the wormhole.&lt;br /&gt;
# &#039;&#039;&#039;Fresh Hole Text:&#039;&#039;&#039; &amp;quot;This wormhole has not yet had its stability significantly disrupted...&amp;quot; (&amp;gt; 50% mass remaining).&lt;br /&gt;
# &#039;&#039;&#039;Destabilized Text:&#039;&#039;&#039; &amp;quot;This wormhole has had its stability reduced, but not to a critical degree yet...&amp;quot; (10%–50% mass remaining).&lt;br /&gt;
# &#039;&#039;&#039;Critical Text:&#039;&#039;&#039; &amp;quot;This wormhole has had its stability critically disrupted...&amp;quot; (&amp;lt; 10% mass remaining).&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Mass Reduction Runs ===&lt;br /&gt;
# &#039;&#039;&#039;Cold Entry:&#039;&#039;&#039; Jump the heavy rolling battleship through **COLD** (MWD Off, ~160M kg).&lt;br /&gt;
# &#039;&#039;&#039;Hot Exit:&#039;&#039;&#039; Align back, activate the 500MN MWD **HOT** right before entry back into home space (~300M kg). This removes approx 460M kg total from the hole&#039;s lifespan per round trip.&lt;br /&gt;
# &#039;&#039;&#039;Track Pass Mass:&#039;&#039;&#039; Log each pass&#039;s estimated weight in local or fleet chat. Communication is mandatory to prevent accidental closure and trapped pilots.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3: Bringing to Critical Mass &amp;amp; Sealing ===&lt;br /&gt;
# As soon as the hole transitions to Stage 2 (&amp;quot;reduced, but not critical&amp;quot;), cease all battleship operations. &lt;br /&gt;
# Switch to a **HIC** or **100MN Sigil** for precision passes. Jump out with prop mod on to remove small, controlled chunks of mass (~62M kg per pass on a Sigil).&lt;br /&gt;
# If using a HIC, jump back home with the Zero-Point Mass Entangler active to ensure zero risk of collapse on the return trip.&lt;br /&gt;
# Repeat precision passes until the status explicitly reads &#039;&#039;&#039;critically disrupted&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Stop &amp;amp; Report:&#039;&#039;&#039; Stop rolling immediately once critical status is confirmed. Report the completed crit in alliance intel.&lt;br /&gt;
# &#039;&#039;&#039;Dictor Placement:&#039;&#039;&#039; Once crit, anchor a Mobile Warp Disruptor (Bubble) or position a cloaked Interdictor on the K-Space side to catch hostile scouts attempting to map the connection.&lt;br /&gt;
&lt;br /&gt;
== Tactical Maneuvers &amp;amp; Fail States ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Offensive Rolling (The Trap):&#039;&#039;&#039; If a hostile heavy fleet jumps through a Drifter hole into your space, you can use HICs, Sigils, and Battleships to intentionally collapse the hole behind them. This traps the hostile fleet in your space with no logistic support, forcing them to take standard gate routes where you have pre-positioned capitals or gate camps.&lt;br /&gt;
* &#039;&#039;&#039;Rolled Out Recovery:&#039;&#039;&#039; If a rolling ship pilot accidentally collapses the hole while on the wrong side, they must immediately safe up, cloak, and await a new scanning path. Rolling ships should always carry a Mobile Depot, Probe Launcher, and Core Scanner Probes in their cargo hold for self-rescue.&lt;br /&gt;
&lt;br /&gt;
== Hazards &amp;amp; NPC Combat Mechanics ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! NPC Unit !! Location !! Threat Level !! Key Mechanics &amp;amp; EWAR&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Apollo / Artemis Tyrannos&#039;&#039;&#039; || K-Space / Drifter WHs || Critical || Overshield, 750k HP Doomsday weapon, 1300 DPS Omni damage, 3500 m/s speed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Autothysian Lancer&#039;&#039;&#039; || Jove Observatories || Medium || Scout drones; non-hostile unless aggressed or approached within 50km near observatories. &#039;&#039;&#039;Will pod capsuleers.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Arithmos Tyrannos&#039;&#039;&#039; || C5/C6 Capital Escalations || Extremely High || 200 GJ/s Neuts, 4-point Warp Scramble, high tank, no Doomsday.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hikanta / Ladon / Mynos&#039;&#039;&#039; || Drifter Hive Sites || Critical || Mynos Scrambles at 11km (shuts down MWD/MJD); Ladon Webs; Strategos flies Dreadnought in Nexus Point.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Aggro Clearing Protocol ===&lt;br /&gt;
If you accidentally trigger aggression from Autothysian Lancers or roaming Drifters:&lt;br /&gt;
# Dock immediately or clear the grid.&lt;br /&gt;
# Board a cheap frigate (do not use a corvette).&lt;br /&gt;
# Warp to the Jove Observatory and let the Lancers/Drifters destroy your frigate.&lt;br /&gt;
# Destruction of a player-owned frigate clears your character from their system-wide aggression table.&lt;br /&gt;
&lt;br /&gt;
== Regional Routing &amp;amp; Alliance Intel ==&lt;br /&gt;
&lt;br /&gt;
=== Regional Distribution ===&lt;br /&gt;
* &#039;&#039;&#039;Primary Operating Regions:&#039;&#039;&#039; Branch, Tenal, Deklein, Pure Blind, Tribute, Vale of the Silent.&lt;br /&gt;
* &#039;&#039;&#039;Secondary Connecting Regions:&#039;&#039;&#039; Aridia, Delve, Esoteria, Etherium Reach, Feythabolis, Fountain, Khanid, Malpais, Omist, Querious, Period Basis, Providence, Stain, Tenerifis, The Spire.&lt;br /&gt;
&lt;br /&gt;
=== In-Game Intelligence Channels ===&lt;br /&gt;
* &#039;&#039;&#039;`FRT.DRIFTING`&#039;&#039;&#039;: Contains live lists of active Drifter connections across Vale, Tribute, and surrounding regions, Dotlan route links, and recommended jump clone locations.&lt;br /&gt;
* &#039;&#039;&#039;`Consortium Operations` (ARC)&#039;&#039;&#039;: Public research fleets and site-running operations inside Drifter wormholes.&lt;br /&gt;
&lt;br /&gt;
== External References &amp;amp; Resources ==&lt;br /&gt;
* [https://schildwall.phbv3.de/drifters/ Schildwall Drifter Index &amp;amp; Wormhole Tracker]&lt;br /&gt;
* [https://wiki.eveuniversity.org/Drifters EVE University - Drifters Database]&lt;br /&gt;
* [https://www.youtube.com/watch?v=J5E18jizzqM Flyler: Drifter Wormholes &amp;amp; How To Use Them]&lt;br /&gt;
* [https://wiki.winterco.org/en/guide/drifter_wormhole_maps WinterCo - Drifter Wormhole Mapping Guide]&lt;/div&gt;</summary>
		<author><name>Sevey</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=Drifter_Wormholes&amp;diff=194476</id>
		<title>Drifter Wormholes</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=Drifter_Wormholes&amp;diff=194476"/>
		<updated>2026-07-21T19:27:31Z</updated>

		<summary type="html">&lt;p&gt;Sevey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Drifter Wormholes&#039;&#039;&#039; (Unidentified Wormholes leading to Sentinel, Barbican, Vidette, Conflux, or Redoubt) present high-value tactical opportunities and strategic risks across New Eden. &lt;br /&gt;
&lt;br /&gt;
Because these connections span dozens of regions, &amp;quot;criting&amp;quot; (reducing mass to critical) or actively rolling these connections is an operational necessity. Mastery of Hole Control dictates who controls the flow of content, allowing your alliance to project force globally while completely denying hostile fleet logistics into your home space.&lt;br /&gt;
&lt;br /&gt;
== System Network &amp;amp; Signatures ==&lt;br /&gt;
&lt;br /&gt;
Drifter wormhole connections are deadspaced on the wormhole side and feature specific signature designations based on the destination hive system.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Wormhole Name !! K-Space Sig !! J-Type Designation !! System Effect !! Controlling NPC Faction !! System ID / Hub&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vidette&#039;&#039;&#039; || V928 || J164710 || Magnetar || Amarr Empire || Sanctified Vidette&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Redoubt&#039;&#039;&#039; || R259 || J174618 || Wolf-Rayet || Triglavian Collective || Azdaja Redoubt&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sentinel&#039;&#039;&#039; || S877 || J055520 || Red Giant || EDENCOM || Sentinel MZ&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Barbican&#039;&#039;&#039; || B735 || J110145 || Cataclysmic Variable || Minmatar Republic || Liberated Barbican&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Conflux&#039;&#039;&#039; || C414 || J200727 || Pulsar || Caldari State || Conflux Eyrie&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Network Topography &amp;amp; Mass Properties ===&lt;br /&gt;
* &#039;&#039;&#039;Total Connections:&#039;&#039;&#039; Each Drifter system connects to 50–70 K-Space systems via Jove Observatories, plus 6 static wormholes to C1–C6 J-space (Z647, D382, O477, Y683, N062, R474).&lt;br /&gt;
* &#039;&#039;&#039;Spawn Mass:&#039;&#039;&#039; Drifter connections spawn at exactly half of their maximum capacity (approx. 375,000,000 kg remaining capacity).&lt;br /&gt;
* &#039;&#039;&#039;Maximum Jump Mass:&#039;&#039;&#039; 300,000,000 kg per single jump.&lt;br /&gt;
* &#039;&#039;&#039;Transit Rule:&#039;&#039;&#039; Due to initial spawn limits, heavy fleets (e.g., Battleships) are capped at around 25 ships before total collapse, whereas Assault Frigate fleets (Harpy: ~1.04M kg, Retribution: ~1.17M kg) can transit 150+ pilots two-way.&lt;br /&gt;
&lt;br /&gt;
== Operational Importance &amp;amp; Hole Control ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Absolute System Security:&#039;&#039;&#039; Drifter connections allow hostile fleets to bypass regional gate camps and cyno jammers. Criting the hole restricts heavy hostile doctrines (Battleships, T3Cs, Heavy Assault Cruisers) from jumping through without risking trapping their fleet or collapsing the connection prematurely.&lt;br /&gt;
* &#039;&#039;&#039;The &amp;quot;Scout-Only&amp;quot; State:&#039;&#039;&#039; A properly crit hole allows friendly fast-tackle and nullified interceptors to move freely for intel gathering, while remaining entirely impassable to a hostile invasion force. &lt;br /&gt;
* &#039;&#039;&#039;Signature Management:&#039;&#039;&#039; Drifter hubs can contain over 50 active signatures. Dedicated scout alts in nullified interceptors should bookmark connections from the inside rather than attempting to scan down every signature from scratch.&lt;br /&gt;
* &#039;&#039;&#039;NPC Threat Mitigation:&#039;&#039;&#039; Unattended Drifter holes can spawn aggressive roaming patrols, including Apollo/Artemis Tyrannos or Autothysian Lancers, which will attack local structures or pod capsuleers if aggressed.&lt;br /&gt;
&lt;br /&gt;
== Advanced Mass Mechanics &amp;amp; Vessel Fits ==&lt;br /&gt;
&lt;br /&gt;
To achieve perfect hole control, pilots must understand exact mass manipulation. Do not guess; calculate your mass.&lt;br /&gt;
&lt;br /&gt;
=== Heavy Mass Roller (Megathron / Praxis) ===&lt;br /&gt;
* &#039;&#039;&#039;Role:&#039;&#039;&#039; Rapid mass reduction prior to Stage 3.&lt;br /&gt;
* &#039;&#039;&#039;Propulsion:&#039;&#039;&#039; 500MN Heavy Microwarpdrive (High Mass Mode) + Higgs Anchor Rig.&lt;br /&gt;
* &#039;&#039;&#039;Mass Standard:&#039;&#039;&#039; ~160,000,000 kg (Cold / MWD Off).&lt;br /&gt;
* &#039;&#039;&#039;Mass Standard:&#039;&#039;&#039; ~300,000,000 kg (Hot / MWD On).&lt;br /&gt;
&lt;br /&gt;
=== Precision Finisher (Heavy Interdictor - HIC) ===&lt;br /&gt;
* &#039;&#039;&#039;Role:&#039;&#039;&#039; Controlled final pass to crit without inadvertently collapsing the hole.&lt;br /&gt;
* &#039;&#039;&#039;Propulsion:&#039;&#039;&#039; 100MN Afterburner or MWD + Zero-Point Mass Entangler.&lt;br /&gt;
* &#039;&#039;&#039;Mechanic Setup:&#039;&#039;&#039; Activating the Entangler with the mass reduction script drops the HIC&#039;s mass to roughly 1,000,000 kg (frigate levels), ensuring it can always jump back safely without collapsing a critical hole.&lt;br /&gt;
&lt;br /&gt;
=== Budget / Light Mass Roller (Sigil - T1 Industrial) ===&lt;br /&gt;
* &#039;&#039;&#039;Role:&#039;&#039;&#039; Low-cost, accessible option for controlled mass reduction and safe precision passes without requiring Heavy Interdictor (HIC) skills.&lt;br /&gt;
* &#039;&#039;&#039;Propulsion:&#039;&#039;&#039; Oversized 100MN Microwarpdrive (or 50MN MWD) + Higgs Anchor Rig / Inertial Stabilizers.&lt;br /&gt;
* &#039;&#039;&#039;Mass Standard:&#039;&#039;&#039; ~12,500,000 kg (Cold / MWD Off).&lt;br /&gt;
* &#039;&#039;&#039;Mass Standard:&#039;&#039;&#039; ~62,500,000 kg (Hot / 100MN MWD On).&lt;br /&gt;
* &#039;&#039;&#039;Operational Advantage:&#039;&#039;&#039; Highly disposable and cheap; ideal for fine-tuning destabilized holes close to the critical threshold when a HIC is unavailable.&lt;br /&gt;
&lt;br /&gt;
== Step-by-Step Criting Procedure ==&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: Pre-Execution Scouting &amp;amp; Grid Control ===&lt;br /&gt;
# &#039;&#039;&#039;Grid Check:&#039;&#039;&#039; Send a cloaked scout or nullified interceptor through first. Confirm the far side is clear of enemy bubbles, interdictors, or Drifter Battleships.&lt;br /&gt;
# &#039;&#039;&#039;Establish Pickets:&#039;&#039;&#039; Place a cloaked scout at a ping (approx. 200km) on both the K-Space and J-Space sides of the hole to provide early warning of hostile movement.&lt;br /&gt;
# &#039;&#039;&#039;Check Mass Description:&#039;&#039;&#039; Verify the current text of the wormhole.&lt;br /&gt;
# &#039;&#039;&#039;Fresh Hole Text:&#039;&#039;&#039; &amp;quot;This wormhole has not yet had its stability significantly disrupted...&amp;quot; (&amp;gt; 50% mass remaining).&lt;br /&gt;
# &#039;&#039;&#039;Destabilized Text:&#039;&#039;&#039; &amp;quot;This wormhole has had its stability reduced, but not to a critical degree yet...&amp;quot; (10%–50% mass remaining).&lt;br /&gt;
# &#039;&#039;&#039;Critical Text:&#039;&#039;&#039; &amp;quot;This wormhole has had its stability critically disrupted...&amp;quot; (&amp;lt; 10% mass remaining).&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Mass Reduction Runs ===&lt;br /&gt;
# &#039;&#039;&#039;Cold Entry:&#039;&#039;&#039; Jump the heavy rolling battleship through **COLD** (MWD Off, ~160M kg).&lt;br /&gt;
# &#039;&#039;&#039;Hot Exit:&#039;&#039;&#039; Align back, activate the 500MN MWD **HOT** right before entry back into home space (~300M kg). This removes approx 460M kg total from the hole&#039;s lifespan per round trip.&lt;br /&gt;
# &#039;&#039;&#039;Track Pass Mass:&#039;&#039;&#039; Log each pass&#039;s estimated weight in local or fleet chat. Communication is mandatory to prevent accidental closure and trapped pilots.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3: Bringing to Critical Mass &amp;amp; Sealing ===&lt;br /&gt;
# As soon as the hole transitions to Stage 2 (&amp;quot;reduced, but not critical&amp;quot;), cease all battleship operations. &lt;br /&gt;
# Switch to a **HIC** or **100MN Sigil** for precision passes. Jump out with prop mod on to remove small, controlled chunks of mass (~62M kg per pass on a Sigil).&lt;br /&gt;
# If using a HIC, jump back home with the Zero-Point Mass Entangler active to ensure zero risk of collapse on the return trip.&lt;br /&gt;
# Repeat precision passes until the status explicitly reads &#039;&#039;&#039;critically disrupted&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Dictor Placement:&#039;&#039;&#039; Once crit, anchor a Mobile Warp Disruptor (Bubble) or position a cloaked Interdictor on the K-Space side to catch hostile scouts attempting to map the connection.&lt;br /&gt;
&lt;br /&gt;
== Tactical Maneuvers &amp;amp; Fail States ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Offensive Rolling (The Trap):&#039;&#039;&#039; If a hostile heavy fleet jumps through a Drifter hole into your space, you can use HICs, Sigils, and Battleships to intentionally collapse the hole behind them. This traps the hostile fleet in your space with no logistic support, forcing them to take standard gate routes where you have pre-positioned capitals or gate camps.&lt;br /&gt;
* &#039;&#039;&#039;Rolled Out Recovery:&#039;&#039;&#039; If a rolling ship pilot accidentally collapses the hole while on the wrong side, they must immediately safe up, cloak, and await a new scanning path. Rolling ships should always carry a Mobile Depot, Probe Launcher, and Core Scanner Probes in their cargo hold for self-rescue.&lt;br /&gt;
&lt;br /&gt;
== Hazards &amp;amp; NPC Combat Mechanics ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! NPC Unit !! Location !! Threat Level !! Key Mechanics &amp;amp; EWAR&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Apollo / Artemis Tyrannos&#039;&#039;&#039; || K-Space / Drifter WHs || Critical || Overshield, 750k HP Doomsday weapon, 1300 DPS Omni damage, 3500 m/s speed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Autothysian Lancer&#039;&#039;&#039; || Jove Observatories || Medium || Scout drones; non-hostile unless aggressed or approached within 50km near observatories. &#039;&#039;&#039;Will pod capsuleers.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Arithmos Tyrannos&#039;&#039;&#039; || C5/C6 Capital Escalations || Extremely High || 200 GJ/s Neuts, 4-point Warp Scramble, high tank, no Doomsday.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hikanta / Ladon / Mynos&#039;&#039;&#039; || Drifter Hive Sites || Critical || Mynos Scrambles at 11km (shuts down MWD/MJD); Ladon Webs; Strategos flies Dreadnought in Nexus Point.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Aggro Clearing Protocol ===&lt;br /&gt;
If you accidentally trigger aggression from Autothysian Lancers or roaming Drifters:&lt;br /&gt;
# Dock immediately or clear the grid.&lt;br /&gt;
# Board a cheap frigate (do not use a corvette).&lt;br /&gt;
# Warp to the Jove Observatory and let the Lancers/Drifters destroy your frigate.&lt;br /&gt;
# Destruction of a player-owned frigate clears your character from their system-wide aggression table.&lt;br /&gt;
&lt;br /&gt;
== Regional Routing &amp;amp; Alliance Intel ==&lt;br /&gt;
&lt;br /&gt;
=== Regional Distribution ===&lt;br /&gt;
* &#039;&#039;&#039;Primary Operating Regions:&#039;&#039;&#039; Branch, Tenal, Deklein, Pure Blind, Tribute, Vale of the Silent.&lt;br /&gt;
* &#039;&#039;&#039;Secondary Connecting Regions:&#039;&#039;&#039; Aridia, Delve, Esoteria, Etherium Reach, Feythabolis, Fountain, Khanid, Malpais, Omist, Querious, Period Basis, Providence, Stain, Tenerifis, The Spire.&lt;br /&gt;
&lt;br /&gt;
=== In-Game Intelligence Channels ===&lt;br /&gt;
* &#039;&#039;&#039;`FRT.DRIFTING`&#039;&#039;&#039;: Contains live lists of active Drifter connections across Vale, Tribute, and surrounding regions, Dotlan route links, and recommended jump clone locations.&lt;br /&gt;
* &#039;&#039;&#039;`Consortium Operations` (ARC)&#039;&#039;&#039;: Public research fleets and site-running operations inside Drifter wormholes.&lt;br /&gt;
&lt;br /&gt;
== External References &amp;amp; Resources ==&lt;br /&gt;
* [https://schildwall.phbv3.de/drifters/ Schildwall Drifter Index &amp;amp; Wormhole Tracker]&lt;br /&gt;
* [https://wiki.eveuniversity.org/Drifters EVE University - Drifters Database]&lt;br /&gt;
* [https://www.youtube.com/watch?v=J5E18jizzqM Flyler: Drifter Wormholes &amp;amp; How To Use Them]&lt;br /&gt;
* [https://wiki.winterco.org/en/guide/drifter_wormhole_maps WinterCo - Drifter Wormhole Mapping Guide]&lt;/div&gt;</summary>
		<author><name>Sevey</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=Drifter_Wormholes&amp;diff=194475</id>
		<title>Drifter Wormholes</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=Drifter_Wormholes&amp;diff=194475"/>
		<updated>2026-07-21T19:24:32Z</updated>

		<summary type="html">&lt;p&gt;Sevey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Drifter Wormholes&#039;&#039;&#039; (Unidentified Wormholes leading to Sentinel, Barbican, Vidette, Conflux, or Redoubt) present high-value tactical opportunities and strategic risks across New Eden. &lt;br /&gt;
&lt;br /&gt;
Because these connections span dozens of regions, &amp;quot;criting&amp;quot; (reducing mass to critical) or actively rolling these connections is an operational necessity to control system traffic, deny hostile fleet logistics, and secure alliance space.&lt;br /&gt;
&lt;br /&gt;
== System Network &amp;amp; Signatures ==&lt;br /&gt;
&lt;br /&gt;
Drifter wormhole connections are deadspaced on the wormhole side and feature specific signature designations based on the destination hive system.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Wormhole Name !! K-Space Sig !! J-Type Designation !! System Effect !! Controlling NPC Faction !! System ID / Hub&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vidette&#039;&#039;&#039; || V928 || J164710 || Magnetar || Amarr Empire || Sanctified Vidette&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Redoubt&#039;&#039;&#039; || R259 || J174618 || Wolf-Rayet || Triglavian Collective || Azdaja Redoubt&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sentinel&#039;&#039;&#039; || S877 || J055520 || Red Giant || EDENCOM || Sentinel MZ&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Barbican&#039;&#039;&#039; || B735 || J110145 || Cataclysmic Variable || Minmatar Republic || Liberated Barbican&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Conflux&#039;&#039;&#039; || C414 || J200727 || Pulsar || Caldari State || Conflux Eyrie&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Network Topography &amp;amp; Mass Properties ===&lt;br /&gt;
* &#039;&#039;&#039;Total Connections:&#039;&#039;&#039; Each Drifter system connects to 50–70 K-Space systems via Jove Observatories, plus 6 static wormholes to C1–C6 J-space (Z647, D382, O477, Y683, N062, R474).&lt;br /&gt;
* &#039;&#039;&#039;Spawn Mass:&#039;&#039;&#039; Drifter connections usually spawn at reduced mass (~375,000,000 kg remaining capacity).&lt;br /&gt;
* &#039;&#039;&#039;Maximum Jump Mass:&#039;&#039;&#039; 300,000,000 kg per single jump.&lt;br /&gt;
* &#039;&#039;&#039;Transit Rule:&#039;&#039;&#039; Due to initial spawn limits, heavy fleets (e.g., Battleships) are capped at around 25 ships before total collapse, whereas Assault Frigate fleets (Harpy: ~1.04M kg, Retribution: ~1.17M kg) can transit 150+ pilots two-way.&lt;br /&gt;
&lt;br /&gt;
== Operational Importance ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;System Security &amp;amp; Denying Hostile Projection:&#039;&#039;&#039; Drifter connections allow hostile fleets to bypass regional gate camps and mid-points. Criting the hole restricts heavy hostile doctrines (Battleships, T3Cs) from jumping through without risking trapping themselves or collapsing the connection.&lt;br /&gt;
* &#039;&#039;&#039;Signature &amp;amp; Scouting Management:&#039;&#039;&#039; Drifter hubs can contain over 50 active signatures. Dedicated scout alts in nullified interceptors should bookmark connections from the inside rather than attempting to scan down every signature from scratch.&lt;br /&gt;
* &#039;&#039;&#039;NPC Threat Mitigation:&#039;&#039;&#039; Unattended Drifter holes can spawn aggressive roaming patrols, including Apollo/Artemis Tyrannos or Autothysian Lancers, which will attack local structures or pod capsuleers if aggressed.&lt;br /&gt;
&lt;br /&gt;
== Recommended Vessel Fits for Mass Control ==&lt;br /&gt;
&lt;br /&gt;
=== Heavy Mass Roller (Megathron / Praxis) ===&lt;br /&gt;
* &#039;&#039;&#039;Role:&#039;&#039;&#039; Rapid mass reduction prior to stage 3.&lt;br /&gt;
* &#039;&#039;&#039;Propulsion:&#039;&#039;&#039; 500MN Heavy Microwarpdrive (High Mass Mode) + Higgs Anchor Rig.&lt;br /&gt;
* &#039;&#039;&#039;Mass Standard:&#039;&#039;&#039; ~160,000,000 kg (Cold) / ~300,000,000 kg (Hot MWD).&lt;br /&gt;
&lt;br /&gt;
=== Precision Finisher / Mass Control (Heavy Interdictor - HIC) ===&lt;br /&gt;
* &#039;&#039;&#039;Role:&#039;&#039;&#039; Controlled final pass to crit without inadvertently collapsing the hole.&lt;br /&gt;
* &#039;&#039;&#039;Module:&#039;&#039;&#039; Zero-Point Mass Entangler (Entangler script reduces ship mass to near frigate levels for safe return passes).&lt;br /&gt;
&lt;br /&gt;
== Step-by-Step Criting Procedure ==&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: Pre-Execution Scouting ===&lt;br /&gt;
# &#039;&#039;&#039;Grid Check:&#039;&#039;&#039; Send a cloaked scout or nullified interceptor through first. Confirm the far side is clear of enemy bubbles, interdictors, or Drifter Battleships.&lt;br /&gt;
# &#039;&#039;&#039;Check Mass Description:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&amp;quot;This wormhole has not yet had its stability significantly disrupted...&amp;quot;&#039;&#039; (&amp;gt; 50% mass remaining)&lt;br /&gt;
** &#039;&#039;&amp;quot;This wormhole has had its stability reduced, but not to a critical degree yet...&amp;quot;&#039;&#039; (10%–50% mass remaining)&lt;br /&gt;
** &#039;&#039;&amp;quot;This wormhole has had its stability critically disrupted...&amp;quot;&#039;&#039; (&amp;lt; 10% mass remaining — &#039;&#039;&#039;CEASE HEAVY ROLLING&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Mass Reduction Runs ===&lt;br /&gt;
# &#039;&#039;&#039;Cold Entry:&#039;&#039;&#039; Jump heavy rolling battleships through **COLD** (MWD Off).&lt;br /&gt;
# &#039;&#039;&#039;Hot Exit:&#039;&#039;&#039; Align back, activate 500MN MWD **HOT** right before entry back into home space to double ship mass on the return pass.&lt;br /&gt;
# &#039;&#039;&#039;Track Pass Mass:&#039;&#039;&#039; Log each pass&#039;s estimated weight in local/fleet chat to prevent accidental closure.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3: Bringing to Critical Mass ===&lt;br /&gt;
# As soon as the hole transitions to Stage 2 (&amp;quot;reduced, but not critical&amp;quot;), switch to HIC passes or single cold Battleship passes.&lt;br /&gt;
# Reduce remaining mass until the status explicitly reads &#039;&#039;&#039;critically disrupted&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;DO NOT&#039;&#039;&#039; make hot passes on a critical hole unless the explicit command is to collapse and disconnect the system entirely.&lt;br /&gt;
&lt;br /&gt;
== Hazards &amp;amp; NPC Combat Mechanics ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! NPC Unit !! Location !! Threat Level !! Key Mechanics &amp;amp; EWAR&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Apollo / Artemis Tyrannos&#039;&#039;&#039; || K-Space / Drifter WHs || Critical || Overshield, 750k HP Doomsday weapon, 1300 DPS Omni damage, 3500 m/s speed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Autothysian Lancer&#039;&#039;&#039; || Jove Observatories || Medium || Scout drones; non-hostile unless aggressed or approached within 50km near observatories. &#039;&#039;&#039;Will pod capsuleers.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Arithmos Tyrannos&#039;&#039;&#039; || C5/C6 Capital Escalations || Extremely High || 200 GJ/s Neuts, 4-point Warp Scramble, high tank, no Doomsday.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hikanta / Ladon / Mynos&#039;&#039;&#039; || Drifter Hive Sites || Critical || Mynos Scrambles at 11km (shuts down MWD/MJD); Ladon Webs; Strategos flies Dreadnought in Nexus Point.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Aggro Clearing Protocol ===&lt;br /&gt;
If you accidentally trigger aggression from Autothysian Lancers or roaming Drifters:&lt;br /&gt;
# Dock immediately or clear the grid.&lt;br /&gt;
# Board a cheap frigate (do not use a corvette).&lt;br /&gt;
# Warp to the Jove Observatory and let the Lancers/Drifters destroy your frigate.&lt;br /&gt;
# Destruction of a player-owned frigate clears your character from their system-wide aggression table.&lt;br /&gt;
&lt;br /&gt;
== Regional Routing &amp;amp; Alliance Intel ==&lt;br /&gt;
&lt;br /&gt;
=== Regional Distribution ===&lt;br /&gt;
* &#039;&#039;&#039;Primary Operating Regions:&#039;&#039;&#039; Branch, Tenal, Deklein, Pure Blind, Tribute, Vale of the Silent.&lt;br /&gt;
* &#039;&#039;&#039;Secondary Connecting Regions:&#039;&#039;&#039; Aridia, Delve, Esoteria, Etherium Reach, Feythabolis, Fountain, Khanid, Malpais, Omist, Querious, Period Basis, Providence, Stain, Tenerifis, The Spire.&lt;br /&gt;
&lt;br /&gt;
=== In-Game Intelligence Channels ===&lt;br /&gt;
* &#039;&#039;&#039;`FRT.DRIFTING`&#039;&#039;&#039;: Contains live lists of active Drifter connections across Vale, Tribute, and surrounding regions, Dotlan route links, and recommended jump clone locations.&lt;br /&gt;
* &#039;&#039;&#039;`Consortium Operations` (ARC)&#039;&#039;&#039;: Public research fleets and site-running operations inside Drifter wormholes.&lt;br /&gt;
&lt;br /&gt;
== External References &amp;amp; Resources ==&lt;br /&gt;
* [https://schildwall.phbv3.de/drifters/ Schildwall Drifter Index &amp;amp; Wormhole Tracker]&lt;br /&gt;
* [https://wiki.eveuniversity.org/Drifters EVE University - Drifters Database]&lt;br /&gt;
* [https://www.youtube.com/watch?v=J5E18jizzqM Flyler: Drifter Wormholes &amp;amp; How To Use Them]&lt;br /&gt;
* [https://wiki.winterco.org/en/guide/drifter_wormhole_maps WinterCo - Drifter Wormhole Mapping Guide]&lt;/div&gt;</summary>
		<author><name>Sevey</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=Drifter_Wormholes&amp;diff=194474</id>
		<title>Drifter Wormholes</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=Drifter_Wormholes&amp;diff=194474"/>
		<updated>2026-07-21T19:23:29Z</updated>

		<summary type="html">&lt;p&gt;Sevey: Created page with &amp;quot;__TOC__  == Overview == &amp;#039;&amp;#039;&amp;#039;Drifter Wormholes&amp;#039;&amp;#039;&amp;#039; (Unidentified Wormholes leading to Sentinel, Barbican, Vidette, Conflux, or Redoubt) present high-value tactical opportunities and strategic risks across New Eden.   Because these connections span dozens of regions, &amp;quot;criting&amp;quot; (reducing mass to critical) or actively rolling these connections is an operational necessity to control system traffic, deny hostile fleet logistics, and secure alliance space.  == System Network &amp;amp; Si...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Drifter Wormholes&#039;&#039;&#039; (Unidentified Wormholes leading to Sentinel, Barbican, Vidette, Conflux, or Redoubt) present high-value tactical opportunities and strategic risks across New Eden. &lt;br /&gt;
&lt;br /&gt;
Because these connections span dozens of regions, &amp;quot;criting&amp;quot; (reducing mass to critical) or actively rolling these connections is an operational necessity to control system traffic, deny hostile fleet logistics, and secure alliance space.&lt;br /&gt;
&lt;br /&gt;
== System Network &amp;amp; Signatures ==&lt;br /&gt;
&lt;br /&gt;
Drifter wormhole connections are deadspaced on the wormhole side and feature specific signature designations based on the destination hive system.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Wormhole Name !! K-Space Sig !! J-Type Designation !! System Effect !! Controlling NPC Faction !! System ID / Hub&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vidette&#039;&#039;&#039; || V928 || J164710 || Magnetar || Amarr Empire || Sanctified Vidette&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Redoubt&#039;&#039;&#039; || R259 || J174618 || Wolf-Rayet || Triglavian Collective || Azdaja Redoubt&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sentinel&#039;&#039;&#039; || S877 || J055520 || Red Giant || EDENCOM || Sentinel MZ&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Barbican&#039;&#039;&#039; || B735 || J110145 || Cataclysmic Variable || Minmatar Republic || Liberated Barbican&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Conflux&#039;&#039;&#039; || C414 || J200727 || Pulsar || Caldari State || Conflux Eyrie&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Network Topography &amp;amp; Mass Properties ===&lt;br /&gt;
* &#039;&#039;&#039;Total Connections:&#039;&#039;&#039; Each Drifter system connects to 50–70 K-Space systems via Jove Observatories, plus 6 static wormholes to C1–C6 J-space (Z647, D382, O477, Y683, N062, R474).&lt;br /&gt;
* &#039;&#039;&#039;Spawn Mass:&#039;&#039;&#039; Drifter connections usually spawn at reduced mass (~375,000,000 kg remaining capacity).&lt;br /&gt;
* &#039;&#039;&#039;Maximum Jump Mass:&#039;&#039;&#039; 300,000,000 kg per single jump.&lt;br /&gt;
* &#039;&#039;&#039;Transit Rule:&#039;&#039;&#039; Due to initial spawn limits, heavy fleets (e.g., Battleships) are capped at around 25 ships before total collapse, whereas Assault Frigate fleets (Harpy: ~1.04M kg, Retribution: ~1.17M kg) can transit 150+ pilots two-way.&lt;br /&gt;
&lt;br /&gt;
== Operational Importance ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;System Security &amp;amp; Denying Hostile Projection:&#039;&#039;&#039; Drifter connections allow hostile fleets to bypass regional gate camps and mid-points. Criting the hole restricts heavy hostile doctrines (Battleships, T3Cs) from jumping through without risking trapping themselves or collapsing the connection.&lt;br /&gt;
* &#039;&#039;&#039;Signature &amp;amp; Scouting Management:&#039;&#039;&#039; Drifter hubs can contain over 50 active signatures. Dedicated scout alts in nullified interceptors should bookmark connections from the inside rather than attempting to scan down every signature from scratch.&lt;br /&gt;
* &#039;&#039;&#039;NPC Threat Mitigation:&#039;&#039;&#039; Unattended Drifter holes can spawn aggressive roaming patrols, including Apollo/Artemis Tyrannos or Autothysian Lancers, which will attack local structures or pod capsuleers if aggressed.&lt;br /&gt;
&lt;br /&gt;
== Recommended Vessel Fits for Mass Control ==&lt;br /&gt;
&lt;br /&gt;
=== Heavy Mass Roller (Megathron / Praxis) ===&lt;br /&gt;
* &#039;&#039;&#039;Role:&#039;&#039;&#039; Rapid mass reduction prior to stage 3.&lt;br /&gt;
* &#039;&#039;&#039;Propulsion:&#039;&#039;&#039; 500MN Heavy Microwarpdrive (High Mass Mode) + Higgs Anchor Rig.&lt;br /&gt;
* &#039;&#039;&#039;Mass Standard:&#039;&#039;&#039; ~160,000,000 kg (Cold) / ~300,000,000 kg (Hot MWD).&lt;br /&gt;
&lt;br /&gt;
=== Precision Finisher / Mass Control (Heavy Interdictor - HIC) ===&lt;br /&gt;
* &#039;&#039;&#039;Role:&#039;&#039;&#039; Controlled final pass to crit without inadvertently collapsing the hole.&lt;br /&gt;
* &#039;&#039;&#039;Module:&#039;&#039;&#039; Zero-Point Mass Entangler (Entangler script reduces ship mass to near frigate levels for safe return passes).&lt;br /&gt;
&lt;br /&gt;
== Step-by-Step Criting Procedure ==&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: Pre-Execution Scouting ===&lt;br /&gt;
# &#039;&#039;&#039;Grid Check:&#039;&#039;&#039; Send a cloaked scout or nullified interceptor through first. Confirm the far side is clear of enemy bubbles, interdictors, or Drifter Battleships.&lt;br /&gt;
# &#039;&#039;&#039;Check Mass Description:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&amp;quot;This wormhole has not yet had its stability significantly disrupted...&amp;quot;&#039;&#039; (&amp;gt; 50% mass remaining)&lt;br /&gt;
** &#039;&#039;&amp;quot;This wormhole has had its stability reduced, but not to a critical degree yet...&amp;quot;&#039;&#039; (10%–50% mass remaining)&lt;br /&gt;
** &#039;&#039;&amp;quot;This wormhole has had its stability critically disrupted...&amp;quot;&#039;&#039; (&amp;lt; 10% mass remaining — &#039;&#039;&#039;CEASE HEAVY ROLLING&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Mass Reduction Runs ===&lt;br /&gt;
# &#039;&#039;&#039;Cold Entry:&#039;&#039;&#039; Jump heavy rolling battleships through **COLD** (MWD Off).&lt;br /&gt;
# &#039;&#039;&#039;Hot Exit:&#039;&#039;&#039; Align back, activate 500MN MWD **HOT** right before entry back into home space to double ship mass on the return pass.&lt;br /&gt;
# &#039;&#039;&#039;Track Pass Mass:&#039;&#039;&#039; Log each pass&#039;s estimated weight in local/fleet chat to prevent accidental closure.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3: Bringing to Critical Mass ===&lt;br /&gt;
# As soon as the hole transitions to Stage 2 (&amp;quot;reduced, but not critical&amp;quot;), switch to HIC passes or single cold Battleship passes.&lt;br /&gt;
# Reduce remaining mass until the status explicitly reads &#039;&#039;&#039;critically disrupted&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;DO NOT&#039;&#039;&#039; make hot passes on a critical hole unless the explicit command is to collapse and disconnect the system entirely.&lt;br /&gt;
&lt;br /&gt;
== Hazards &amp;amp; NPC Combat Mechanics ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! NPC Unit !! Location !! Threat Level !! Key Mechanics &amp;amp; EWAR&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Apollo / Artemis Tyrannos&#039;&#039;&#039; || K-Space / Drifter WHs || Critical || Overshield, 750k HP Doomsday weapon, 1300 DPS Omni damage, 3500 m/s speed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Autothysian Lancer&#039;&#039;&#039; || Jove Observatories || Medium || Scout drones; non-hostile unless aggressed or approached within 50km near observatories. &#039;&#039;&#039;Will pod capsuleers.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Arithmos Tyrannos&#039;&#039;&#039; || C5/C6 Capital Escalations || Extremely High || 200 GJ/s Neuts, 4-point Warp Scramble, high tank, no Doomsday.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hikanta / Ladon / Mynos&#039;&#039;&#039; || Drifter Hive Sites || Critical || Mynos Scrambles at 11km (shuts down MWD/MJD); Ladon Webs; Strategos flies Dreadnought in Nexus Point.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Aggro Clearing Protocol ===&lt;br /&gt;
If you accidentally trigger aggression from Autothysian Lancers or roaming Drifters:&lt;br /&gt;
# Dock immediately or clear the grid.&lt;br /&gt;
# Board a cheap frigate (do not use a corvette).&lt;br /&gt;
# Warp to the Jove Observatory and let the Lancers/Drifters destroy your frigate.&lt;br /&gt;
# Destruction of a player-owned frigate clears your character from their system-wide aggression table.&lt;br /&gt;
&lt;br /&gt;
== Regional Routing &amp;amp; Alliance Intel ==&lt;br /&gt;
&lt;br /&gt;
=== Regional Distribution ===&lt;br /&gt;
* &#039;&#039;&#039;Primary Operating Regions:&#039;&#039;&#039; Branch,&lt;/div&gt;</summary>
		<author><name>Sevey</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=FGIP_Configuration&amp;diff=194473</id>
		<title>FGIP Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=FGIP_Configuration&amp;diff=194473"/>
		<updated>2026-07-21T19:06:55Z</updated>

		<summary type="html">&lt;p&gt;Sevey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
* &#039;&#039;&#039;Solar System:&#039;&#039;&#039; U-TJ7Y&lt;br /&gt;
&lt;br /&gt;
== Industrial Structures ==&lt;br /&gt;
&lt;br /&gt;
=== Structure 1: Nidavellir ===&lt;br /&gt;
* &#039;&#039;&#039;Structure Type:&#039;&#039;&#039; Sotiyo&lt;br /&gt;
* &#039;&#039;&#039;Security Status:&#039;&#039;&#039; Null / Wormhole&lt;br /&gt;
* &#039;&#039;&#039;Rigs Fitted:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Rig 1:&#039;&#039;&#039; Standup XL-Set Equipment and Consumable Manufacturing Efficiency I&lt;br /&gt;
** &#039;&#039;&#039;Rig 2:&#039;&#039;&#039; Standup XL-Set Ship Manufacturing Efficiency I&lt;br /&gt;
** &#039;&#039;&#039;Rig 3:&#039;&#039;&#039; Standup XL-Set Structure and Component Manufacturing Efficiency I&lt;br /&gt;
&lt;br /&gt;
=== Structure 2: Crucible ===&lt;br /&gt;
* &#039;&#039;&#039;Structure Type:&#039;&#039;&#039; Tatara&lt;br /&gt;
* &#039;&#039;&#039;Security Status:&#039;&#039;&#039; Null / Wormhole&lt;br /&gt;
* &#039;&#039;&#039;Rigs Fitted:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Rig 1:&#039;&#039;&#039; Standup L-Set Reactor Efficiency II&lt;br /&gt;
** &#039;&#039;&#039;Rig 2:&#039;&#039;&#039; &#039;&#039;Standup L-Set Reprocessing Monitor II&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Rig 3:&#039;&#039;&#039; &#039;&#039;None&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Category Allocations &amp;amp; Efficiencies ==&lt;br /&gt;
&lt;br /&gt;
=== Manufacturing (Nidavellir) ===&lt;br /&gt;
&#039;&#039;Blueprint Note: Part / Material blueprints are assumed to be fully researched.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Category !! Build Location !! Struct ME !! Struct TE !! Rig ME !! Rig TE !! Skill TE&lt;br /&gt;
|-&lt;br /&gt;
| Large Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Medium Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Small Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Large Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Medium Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Small Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Capital Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Capital Components || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Components || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Capital Advanced Components || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Modules and Equipment || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Ammo and Charges || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Drones and Fighters || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Structures and Fuel blocks || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reactions (Crucible) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Reaction Type !! Build Location !! Struct ME !! Struct TE !! Rig ME !! Rig TE !! Skill TE&lt;br /&gt;
|-&lt;br /&gt;
| Composite Reactions || Crucible || 0.0% || 25.0% || 2.64% || 26.4% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Reactions || Crucible || 0.0% || 25.0% || 2.64% || 26.4% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Bio and Gas-Phase Reactions || Crucible || 0.0% || 25.0% || 2.64% || 26.4% || 20.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Raw Configuration File ==&lt;br /&gt;
[https://drive.google.com/file/d/1VECEvr_h524rLKl-iRsfv9lncNm2_qzv/view?usp=sharing Download The Config HERE]&amp;lt;syntaxhighlight lang=&amp;quot;json&amp;quot;&amp;gt;{&amp;quot;No_1st_reacts&amp;quot;: false, &amp;quot;No_2nd_reacts&amp;quot;: false, &amp;quot;No_advanced_cap_components&amp;quot;: false, &amp;quot;No_advanced_components&amp;quot;: false, &amp;quot;No_bio_reacts&amp;quot;: false, &amp;quot;No_cap_comps&amp;quot;: false, &amp;quot;No_fuel_blocks&amp;quot;: false, &amp;quot;No_gas_phase_reacts&amp;quot;: false, &amp;quot;No_hyb_comps&amp;quot;: false, &amp;quot;No_hyb_reacts&amp;quot;: false, &amp;quot;No_list&amp;quot;: &amp;quot;&amp;quot;, &amp;quot;No_t1_hulls&amp;quot;: false, &amp;quot;No_tools&amp;quot;: false, &amp;quot;adv_comp_rig_me&amp;quot;: 0.042, &amp;quot;adv_comp_rig_te&amp;quot;: 0.42, &amp;quot;adv_comp_skill_te&amp;quot;: 0.2, &amp;quot;adv_comp_struct_me&amp;quot;: 0.01, &amp;quot;adv_comp_struct_te&amp;quot;: 0.25, &amp;quot;adv_large_ship_rig_me&amp;quot;: 0.042, &amp;quot;adv_large_ship_rig_te&amp;quot;: 0.42, &amp;quot;adv_large_ship_skill_te&amp;quot;: 0.2, &amp;quot;adv_large_ship_struct_me&amp;quot;: 0.01, &amp;quot;adv_large_ship_struct_te&amp;quot;: 0.25, &amp;quot;adv_med_ship_rig_me&amp;quot;: 0.042, &amp;quot;adv_med_ship_rig_te&amp;quot;: 0.42, &amp;quot;adv_med_ship_skill_te&amp;quot;: 0.2, &amp;quot;adv_med_ship_struct_me&amp;quot;: 0.01, &amp;quot;adv_med_ship_struct_te&amp;quot;: 0.25, &amp;quot;adv_small_ship_rig_me&amp;quot;: 0.042, &amp;quot;adv_small_ship_rig_te&amp;quot;: 0.42, &amp;quot;adv_small_ship_skill_te&amp;quot;: 0.2, &amp;quot;adv_small_ship_struct_me&amp;quot;: 0.01, &amp;quot;adv_small_ship_struct_te&amp;quot;: 0.25, &amp;quot;ammo_rig_me&amp;quot;: 0.042, &amp;quot;ammo_rig_te&amp;quot;: 0.42, &amp;quot;ammo_skill_te&amp;quot;: 0.2, &amp;quot;ammo_struct_me&amp;quot;: 0.01, &amp;quot;ammo_struct_te&amp;quot;: 0.25, &amp;quot;basic_large_ship_rig_me&amp;quot;: 0.042, &amp;quot;basic_large_ship_rig_te&amp;quot;: 0.42, &amp;quot;basic_large_ship_skill_te&amp;quot;: 0.2, &amp;quot;basic_large_ship_struct_me&amp;quot;: 0.01, &amp;quot;basic_large_ship_struct_te&amp;quot;: 0.25, &amp;quot;basic_med_ship_rig_me&amp;quot;: 0.042, &amp;quot;basic_med_ship_rig_te&amp;quot;: 0.42, &amp;quot;basic_med_ship_skill_te&amp;quot;: 0.2, &amp;quot;basic_med_ship_struct_me&amp;quot;: 0.01, &amp;quot;basic_med_ship_struct_te&amp;quot;: 0.25, &amp;quot;basic_small_ship_rig_me&amp;quot;: 0.042, &amp;quot;basic_small_ship_rig_te&amp;quot;: 0.42, &amp;quot;basic_small_ship_skill_te&amp;quot;: 0.2, &amp;quot;basic_small_ship_struct_me&amp;quot;: 0.01, &amp;quot;basic_small_ship_struct_te&amp;quot;: 0.25, &amp;quot;bio_react_rig_me&amp;quot;: 0.0264, &amp;quot;bio_react_rig_te&amp;quot;: 0.264, &amp;quot;bio_react_skill_te&amp;quot;: 0.2, &amp;quot;bio_react_struct_me&amp;quot;: 0.0, &amp;quot;bio_react_struct_te&amp;quot;: 0.25, &amp;quot;brokers_fee&amp;quot;: 0.0, &amp;quot;cap_adv_comp_rig_me&amp;quot;: 0.042, &amp;quot;cap_adv_comp_rig_te&amp;quot;: 0.42, &amp;quot;cap_adv_comp_skill_te&amp;quot;: 0.2, &amp;quot;cap_adv_comp_struct_me&amp;quot;: 0.01, &amp;quot;cap_adv_comp_struct_te&amp;quot;: 0.25, &amp;quot;cap_comp_rig_me&amp;quot;: 0.042, &amp;quot;cap_comp_rig_te&amp;quot;: 0.42, &amp;quot;cap_comp_skill_te&amp;quot;: 0.2, &amp;quot;cap_comp_struct_me&amp;quot;: 0.01, &amp;quot;cap_comp_struct_te&amp;quot;: 0.25, &amp;quot;cap_ship_rig_me&amp;quot;: 0.042, &amp;quot;cap_ship_rig_te&amp;quot;: 0.42, &amp;quot;cap_ship_skill_te&amp;quot;: 0.2, &amp;quot;cap_ship_struct_me&amp;quot;: 0.01, &amp;quot;cap_ship_struct_te&amp;quot;: 0.25, &amp;quot;comp_react_rig_me&amp;quot;: 0.0264, &amp;quot;comp_react_rig_te&amp;quot;: 0.264, &amp;quot;comp_react_skill_te&amp;quot;: 0.2, &amp;quot;comp_react_struct_me&amp;quot;: 0.0, &amp;quot;comp_react_struct_te&amp;quot;: 0.25, &amp;quot;cookie_version&amp;quot;: 0.08, &amp;quot;drones_rig_me&amp;quot;: 0.042, &amp;quot;drones_rig_te&amp;quot;: 0.42, &amp;quot;drones_skill_te&amp;quot;: 0.2, &amp;quot;drones_struct_me&amp;quot;: 0.01, &amp;quot;drones_struct_te&amp;quot;: 0.25, &amp;quot;equipment_rig_me&amp;quot;: 0.042, &amp;quot;equipment_rig_te&amp;quot;: 0.42, &amp;quot;equipment_skill_te&amp;quot;: 0.2, &amp;quot;equipment_struct_me&amp;quot;: 0.01, &amp;quot;equipment_struct_te&amp;quot;: 0.25, &amp;quot;hidden_allocation_dict&amp;quot;: {&amp;quot;adv_comp_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;adv_large_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;adv_med_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;adv_small_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;ammo_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;basic_large_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;basic_med_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;basic_small_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;bio_react_select&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;cap_adv_comp_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;cap_comp_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;cap_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;comp_react_select&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;drones_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;equipment_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;hyb_react_select&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;structure_select&amp;quot;: &amp;quot;Structure 1&amp;quot;}, &amp;quot;hidden_my_structures&amp;quot;: [{&amp;quot;Rig1&amp;quot;: &amp;quot;Standup XL-Set Equipment and Consumable Manufacturing Efficiency I&amp;quot;, &amp;quot;Rig2&amp;quot;: &amp;quot;Standup XL-Set Ship Manufacturing Efficiency I&amp;quot;, &amp;quot;Rig3&amp;quot;: &amp;quot;Standup XL-Set Structure and Component Manufacturing Efficiency I&amp;quot;, &amp;quot;id&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;name&amp;quot;: &amp;quot;Nidavellir&amp;quot;, &amp;quot;security&amp;quot;: &amp;quot;Null / Wormhole&amp;quot;, &amp;quot;structure&amp;quot;: &amp;quot;Sotiyo&amp;quot;}, {&amp;quot;Rig1&amp;quot;: &amp;quot;Standup L-Set Reactor Efficiency II&amp;quot;, &amp;quot;Rig2&amp;quot;: &amp;quot;No Rig&amp;quot;, &amp;quot;Rig3&amp;quot;: &amp;quot;No Rig&amp;quot;, &amp;quot;id&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;name&amp;quot;: &amp;quot;Crucible&amp;quot;, &amp;quot;security&amp;quot;: &amp;quot;Null / Wormhole&amp;quot;, &amp;quot;structure&amp;quot;: &amp;quot;Tatara&amp;quot;}], &amp;quot;hyb_react_rig_me&amp;quot;: 0.0264, &amp;quot;hyb_react_rig_te&amp;quot;: 0.264, &amp;quot;hyb_react_skill_te&amp;quot;: 0.2, &amp;quot;hyb_react_struct_me&amp;quot;: 0.0, &amp;quot;hyb_react_struct_te&amp;quot;: 0.25, &amp;quot;inv_cost_index_override&amp;quot;: 0.0, &amp;quot;inv_cost_reduction&amp;quot;: 0.0, &amp;quot;inv_system&amp;quot;: &amp;quot;U-TJ7Y&amp;quot;, &amp;quot;manu_cost_index_override&amp;quot;: 0.0, &amp;quot;manu_slots&amp;quot;: 300, &amp;quot;manu_system&amp;quot;: &amp;quot;U-TJ7Y&amp;quot;, &amp;quot;max_job_time&amp;quot;: 3.0, &amp;quot;override_indices&amp;quot;: false, &amp;quot;react_cost_index_override&amp;quot;: 0.0, &amp;quot;react_slots&amp;quot;: 100, &amp;quot;react_system&amp;quot;: &amp;quot;U-TJ7Y&amp;quot;, &amp;quot;sales_tax&amp;quot;: 0.0, &amp;quot;skill_11433&amp;quot;: 3, &amp;quot;skill_11441&amp;quot;: 3, &amp;quot;skill_11442&amp;quot;: 3, &amp;quot;skill_11443&amp;quot;: 3, &amp;quot;skill_11444&amp;quot;: 3, &amp;quot;skill_11445&amp;quot;: 3, &amp;quot;skill_11446&amp;quot;: 3, &amp;quot;skill_11447&amp;quot;: 3, &amp;quot;skill_11448&amp;quot;: 3, &amp;quot;skill_11449&amp;quot;: 3, &amp;quot;skill_11450&amp;quot;: 3, &amp;quot;skill_11451&amp;quot;: 3, &amp;quot;skill_11452&amp;quot;: 3, &amp;quot;skill_11453&amp;quot;: 3, &amp;quot;skill_11454&amp;quot;: 3, &amp;quot;skill_11455&amp;quot;: 3, &amp;quot;skill_11529&amp;quot;: 3, &amp;quot;skill_21790&amp;quot;: 3, &amp;quot;skill_21791&amp;quot;: 3, &amp;quot;skill_22242&amp;quot;: 3, &amp;quot;skill_23087&amp;quot;: 3, &amp;quot;skill_23121&amp;quot;: 3, &amp;quot;skill_30324&amp;quot;: 3, &amp;quot;skill_30325&amp;quot;: 3, &amp;quot;skill_30327&amp;quot;: 3, &amp;quot;skill_30788&amp;quot;: 3, &amp;quot;skill_3400&amp;quot;: 3, &amp;quot;skill_3408&amp;quot;: 3, &amp;quot;skill_52307&amp;quot;: 3, &amp;quot;skill_52308&amp;quot;: 3, &amp;quot;skill_55025&amp;quot;: 3, &amp;quot;skill_81050&amp;quot;: 3, &amp;quot;split_threshold&amp;quot;: 1.0, &amp;quot;structure_rig_me&amp;quot;: 0.042, &amp;quot;structure_rig_te&amp;quot;: 0.42, &amp;quot;structure_skill_te&amp;quot;: 0.2, &amp;quot;structure_struct_me&amp;quot;: 0.01, &amp;quot;structure_struct_te&amp;quot;: 0.25, &amp;quot;use_default_mode&amp;quot;: false}&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sevey</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=FGIP_Configuration&amp;diff=194472</id>
		<title>FGIP Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=FGIP_Configuration&amp;diff=194472"/>
		<updated>2026-07-21T19:05:41Z</updated>

		<summary type="html">&lt;p&gt;Sevey: /* Category Allocations &amp;amp; Efficiencies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
* &#039;&#039;&#039;Solar System:&#039;&#039;&#039; U-TJ7Y&lt;br /&gt;
&lt;br /&gt;
== Industrial Structures ==&lt;br /&gt;
&lt;br /&gt;
=== Structure 1: Nidavellir ===&lt;br /&gt;
* &#039;&#039;&#039;Structure Type:&#039;&#039;&#039; Sotiyo&lt;br /&gt;
* &#039;&#039;&#039;Security Status:&#039;&#039;&#039; Null / Wormhole&lt;br /&gt;
* &#039;&#039;&#039;Rigs Fitted:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Rig 1:&#039;&#039;&#039; Standup XL-Set Equipment and Consumable Manufacturing Efficiency I&lt;br /&gt;
** &#039;&#039;&#039;Rig 2:&#039;&#039;&#039; Standup XL-Set Ship Manufacturing Efficiency I&lt;br /&gt;
** &#039;&#039;&#039;Rig 3:&#039;&#039;&#039; Standup XL-Set Structure and Component Manufacturing Efficiency I&lt;br /&gt;
&lt;br /&gt;
=== Structure 2: Crucible ===&lt;br /&gt;
* &#039;&#039;&#039;Structure Type:&#039;&#039;&#039; Tatara&lt;br /&gt;
* &#039;&#039;&#039;Security Status:&#039;&#039;&#039; Null / Wormhole&lt;br /&gt;
* &#039;&#039;&#039;Rigs Fitted:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Rig 1:&#039;&#039;&#039; Standup L-Set Reactor Efficiency II&lt;br /&gt;
** &#039;&#039;&#039;Rig 2:&#039;&#039;&#039; &#039;&#039;Standup L-Set Reprocessing Monitor II&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Rig 3:&#039;&#039;&#039; &#039;&#039;None&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Category Allocations &amp;amp; Efficiencies ==&lt;br /&gt;
&lt;br /&gt;
=== Manufacturing (Nidavellir) === &#039;&#039;Blueprint Note: Part / Material blueprints are assumed to be fully researched.&#039;&#039; {| class=&amp;quot;wikitable sortable&amp;quot; ! Category !! Build Location !! Struct ME !! Struct TE !! Rig ME !! Rig TE !! Skill TE |- | Large Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0% |- | Medium Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0% |- | Small Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0% |- | Advanced Large Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0% |- | Advanced Medium Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0% |- | Advanced Small Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0% |- | Capital Ships || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0% |- | Capital Components || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0% |- | Advanced Components || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0% |- | Capital Advanced Components || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0% |- | Modules and Equipment || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0% |- | Ammo and Charges || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0% |- | Drones and Fighters || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0% |- | Structures and Fuel blocks || Nidavellir || 1.0% || 25.0% || 4.2% || 42.0% || 20.0% |} === Reactions (Crucible) === {| class=&amp;quot;wikitable sortable&amp;quot; ! Reaction Type !! Build Location !! Struct ME !! Struct TE !! Rig ME !! Rig TE !! Skill TE |- | Composite Reactions || Crucible || 0.0% || 25.0% || 2.64% || 26.4% || 20.0% |- | Hybrid Reactions || Crucible || 0.0% || 25.0% || 2.64% || 26.4% || 20.0% |- | Bio and Gas-Phase Reactions || Crucible || 0.0% || 25.0% || 2.64% || 26.4% || 20.0% |}&lt;br /&gt;
&lt;br /&gt;
== Raw Configuration File ==&lt;br /&gt;
[https://drive.google.com/file/d/1VECEvr_h524rLKl-iRsfv9lncNm2_qzv/view?usp=sharing Download The Config HERE]&amp;lt;syntaxhighlight lang=&amp;quot;json&amp;quot;&amp;gt;{&amp;quot;No_1st_reacts&amp;quot;: false, &amp;quot;No_2nd_reacts&amp;quot;: false, &amp;quot;No_advanced_cap_components&amp;quot;: false, &amp;quot;No_advanced_components&amp;quot;: false, &amp;quot;No_bio_reacts&amp;quot;: false, &amp;quot;No_cap_comps&amp;quot;: false, &amp;quot;No_fuel_blocks&amp;quot;: false, &amp;quot;No_gas_phase_reacts&amp;quot;: false, &amp;quot;No_hyb_comps&amp;quot;: false, &amp;quot;No_hyb_reacts&amp;quot;: false, &amp;quot;No_list&amp;quot;: &amp;quot;&amp;quot;, &amp;quot;No_t1_hulls&amp;quot;: false, &amp;quot;No_tools&amp;quot;: false, &amp;quot;adv_comp_rig_me&amp;quot;: 0.042, &amp;quot;adv_comp_rig_te&amp;quot;: 0.42, &amp;quot;adv_comp_skill_te&amp;quot;: 0.2, &amp;quot;adv_comp_struct_me&amp;quot;: 0.01, &amp;quot;adv_comp_struct_te&amp;quot;: 0.25, &amp;quot;adv_large_ship_rig_me&amp;quot;: 0.042, &amp;quot;adv_large_ship_rig_te&amp;quot;: 0.42, &amp;quot;adv_large_ship_skill_te&amp;quot;: 0.2, &amp;quot;adv_large_ship_struct_me&amp;quot;: 0.01, &amp;quot;adv_large_ship_struct_te&amp;quot;: 0.25, &amp;quot;adv_med_ship_rig_me&amp;quot;: 0.042, &amp;quot;adv_med_ship_rig_te&amp;quot;: 0.42, &amp;quot;adv_med_ship_skill_te&amp;quot;: 0.2, &amp;quot;adv_med_ship_struct_me&amp;quot;: 0.01, &amp;quot;adv_med_ship_struct_te&amp;quot;: 0.25, &amp;quot;adv_small_ship_rig_me&amp;quot;: 0.042, &amp;quot;adv_small_ship_rig_te&amp;quot;: 0.42, &amp;quot;adv_small_ship_skill_te&amp;quot;: 0.2, &amp;quot;adv_small_ship_struct_me&amp;quot;: 0.01, &amp;quot;adv_small_ship_struct_te&amp;quot;: 0.25, &amp;quot;ammo_rig_me&amp;quot;: 0.042, &amp;quot;ammo_rig_te&amp;quot;: 0.42, &amp;quot;ammo_skill_te&amp;quot;: 0.2, &amp;quot;ammo_struct_me&amp;quot;: 0.01, &amp;quot;ammo_struct_te&amp;quot;: 0.25, &amp;quot;basic_large_ship_rig_me&amp;quot;: 0.042, &amp;quot;basic_large_ship_rig_te&amp;quot;: 0.42, &amp;quot;basic_large_ship_skill_te&amp;quot;: 0.2, &amp;quot;basic_large_ship_struct_me&amp;quot;: 0.01, &amp;quot;basic_large_ship_struct_te&amp;quot;: 0.25, &amp;quot;basic_med_ship_rig_me&amp;quot;: 0.042, &amp;quot;basic_med_ship_rig_te&amp;quot;: 0.42, &amp;quot;basic_med_ship_skill_te&amp;quot;: 0.2, &amp;quot;basic_med_ship_struct_me&amp;quot;: 0.01, &amp;quot;basic_med_ship_struct_te&amp;quot;: 0.25, &amp;quot;basic_small_ship_rig_me&amp;quot;: 0.042, &amp;quot;basic_small_ship_rig_te&amp;quot;: 0.42, &amp;quot;basic_small_ship_skill_te&amp;quot;: 0.2, &amp;quot;basic_small_ship_struct_me&amp;quot;: 0.01, &amp;quot;basic_small_ship_struct_te&amp;quot;: 0.25, &amp;quot;bio_react_rig_me&amp;quot;: 0.0264, &amp;quot;bio_react_rig_te&amp;quot;: 0.264, &amp;quot;bio_react_skill_te&amp;quot;: 0.2, &amp;quot;bio_react_struct_me&amp;quot;: 0.0, &amp;quot;bio_react_struct_te&amp;quot;: 0.25, &amp;quot;brokers_fee&amp;quot;: 0.0, &amp;quot;cap_adv_comp_rig_me&amp;quot;: 0.042, &amp;quot;cap_adv_comp_rig_te&amp;quot;: 0.42, &amp;quot;cap_adv_comp_skill_te&amp;quot;: 0.2, &amp;quot;cap_adv_comp_struct_me&amp;quot;: 0.01, &amp;quot;cap_adv_comp_struct_te&amp;quot;: 0.25, &amp;quot;cap_comp_rig_me&amp;quot;: 0.042, &amp;quot;cap_comp_rig_te&amp;quot;: 0.42, &amp;quot;cap_comp_skill_te&amp;quot;: 0.2, &amp;quot;cap_comp_struct_me&amp;quot;: 0.01, &amp;quot;cap_comp_struct_te&amp;quot;: 0.25, &amp;quot;cap_ship_rig_me&amp;quot;: 0.042, &amp;quot;cap_ship_rig_te&amp;quot;: 0.42, &amp;quot;cap_ship_skill_te&amp;quot;: 0.2, &amp;quot;cap_ship_struct_me&amp;quot;: 0.01, &amp;quot;cap_ship_struct_te&amp;quot;: 0.25, &amp;quot;comp_react_rig_me&amp;quot;: 0.0264, &amp;quot;comp_react_rig_te&amp;quot;: 0.264, &amp;quot;comp_react_skill_te&amp;quot;: 0.2, &amp;quot;comp_react_struct_me&amp;quot;: 0.0, &amp;quot;comp_react_struct_te&amp;quot;: 0.25, &amp;quot;cookie_version&amp;quot;: 0.08, &amp;quot;drones_rig_me&amp;quot;: 0.042, &amp;quot;drones_rig_te&amp;quot;: 0.42, &amp;quot;drones_skill_te&amp;quot;: 0.2, &amp;quot;drones_struct_me&amp;quot;: 0.01, &amp;quot;drones_struct_te&amp;quot;: 0.25, &amp;quot;equipment_rig_me&amp;quot;: 0.042, &amp;quot;equipment_rig_te&amp;quot;: 0.42, &amp;quot;equipment_skill_te&amp;quot;: 0.2, &amp;quot;equipment_struct_me&amp;quot;: 0.01, &amp;quot;equipment_struct_te&amp;quot;: 0.25, &amp;quot;hidden_allocation_dict&amp;quot;: {&amp;quot;adv_comp_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;adv_large_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;adv_med_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;adv_small_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;ammo_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;basic_large_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;basic_med_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;basic_small_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;bio_react_select&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;cap_adv_comp_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;cap_comp_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;cap_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;comp_react_select&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;drones_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;equipment_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;hyb_react_select&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;structure_select&amp;quot;: &amp;quot;Structure 1&amp;quot;}, &amp;quot;hidden_my_structures&amp;quot;: [{&amp;quot;Rig1&amp;quot;: &amp;quot;Standup XL-Set Equipment and Consumable Manufacturing Efficiency I&amp;quot;, &amp;quot;Rig2&amp;quot;: &amp;quot;Standup XL-Set Ship Manufacturing Efficiency I&amp;quot;, &amp;quot;Rig3&amp;quot;: &amp;quot;Standup XL-Set Structure and Component Manufacturing Efficiency I&amp;quot;, &amp;quot;id&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;name&amp;quot;: &amp;quot;Nidavellir&amp;quot;, &amp;quot;security&amp;quot;: &amp;quot;Null / Wormhole&amp;quot;, &amp;quot;structure&amp;quot;: &amp;quot;Sotiyo&amp;quot;}, {&amp;quot;Rig1&amp;quot;: &amp;quot;Standup L-Set Reactor Efficiency II&amp;quot;, &amp;quot;Rig2&amp;quot;: &amp;quot;No Rig&amp;quot;, &amp;quot;Rig3&amp;quot;: &amp;quot;No Rig&amp;quot;, &amp;quot;id&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;name&amp;quot;: &amp;quot;Crucible&amp;quot;, &amp;quot;security&amp;quot;: &amp;quot;Null / Wormhole&amp;quot;, &amp;quot;structure&amp;quot;: &amp;quot;Tatara&amp;quot;}], &amp;quot;hyb_react_rig_me&amp;quot;: 0.0264, &amp;quot;hyb_react_rig_te&amp;quot;: 0.264, &amp;quot;hyb_react_skill_te&amp;quot;: 0.2, &amp;quot;hyb_react_struct_me&amp;quot;: 0.0, &amp;quot;hyb_react_struct_te&amp;quot;: 0.25, &amp;quot;inv_cost_index_override&amp;quot;: 0.0, &amp;quot;inv_cost_reduction&amp;quot;: 0.0, &amp;quot;inv_system&amp;quot;: &amp;quot;U-TJ7Y&amp;quot;, &amp;quot;manu_cost_index_override&amp;quot;: 0.0, &amp;quot;manu_slots&amp;quot;: 300, &amp;quot;manu_system&amp;quot;: &amp;quot;U-TJ7Y&amp;quot;, &amp;quot;max_job_time&amp;quot;: 3.0, &amp;quot;override_indices&amp;quot;: false, &amp;quot;react_cost_index_override&amp;quot;: 0.0, &amp;quot;react_slots&amp;quot;: 100, &amp;quot;react_system&amp;quot;: &amp;quot;U-TJ7Y&amp;quot;, &amp;quot;sales_tax&amp;quot;: 0.0, &amp;quot;skill_11433&amp;quot;: 3, &amp;quot;skill_11441&amp;quot;: 3, &amp;quot;skill_11442&amp;quot;: 3, &amp;quot;skill_11443&amp;quot;: 3, &amp;quot;skill_11444&amp;quot;: 3, &amp;quot;skill_11445&amp;quot;: 3, &amp;quot;skill_11446&amp;quot;: 3, &amp;quot;skill_11447&amp;quot;: 3, &amp;quot;skill_11448&amp;quot;: 3, &amp;quot;skill_11449&amp;quot;: 3, &amp;quot;skill_11450&amp;quot;: 3, &amp;quot;skill_11451&amp;quot;: 3, &amp;quot;skill_11452&amp;quot;: 3, &amp;quot;skill_11453&amp;quot;: 3, &amp;quot;skill_11454&amp;quot;: 3, &amp;quot;skill_11455&amp;quot;: 3, &amp;quot;skill_11529&amp;quot;: 3, &amp;quot;skill_21790&amp;quot;: 3, &amp;quot;skill_21791&amp;quot;: 3, &amp;quot;skill_22242&amp;quot;: 3, &amp;quot;skill_23087&amp;quot;: 3, &amp;quot;skill_23121&amp;quot;: 3, &amp;quot;skill_30324&amp;quot;: 3, &amp;quot;skill_30325&amp;quot;: 3, &amp;quot;skill_30327&amp;quot;: 3, &amp;quot;skill_30788&amp;quot;: 3, &amp;quot;skill_3400&amp;quot;: 3, &amp;quot;skill_3408&amp;quot;: 3, &amp;quot;skill_52307&amp;quot;: 3, &amp;quot;skill_52308&amp;quot;: 3, &amp;quot;skill_55025&amp;quot;: 3, &amp;quot;skill_81050&amp;quot;: 3, &amp;quot;split_threshold&amp;quot;: 1.0, &amp;quot;structure_rig_me&amp;quot;: 0.042, &amp;quot;structure_rig_te&amp;quot;: 0.42, &amp;quot;structure_skill_te&amp;quot;: 0.2, &amp;quot;structure_struct_me&amp;quot;: 0.01, &amp;quot;structure_struct_te&amp;quot;: 0.25, &amp;quot;use_default_mode&amp;quot;: false}&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sevey</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=FGIP_Configuration&amp;diff=194471</id>
		<title>FGIP Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=FGIP_Configuration&amp;diff=194471"/>
		<updated>2026-07-21T16:38:25Z</updated>

		<summary type="html">&lt;p&gt;Sevey: /* Raw Configuration File */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
* &#039;&#039;&#039;Solar System:&#039;&#039;&#039; U-TJ7Y&lt;br /&gt;
&lt;br /&gt;
== Industrial Structures ==&lt;br /&gt;
&lt;br /&gt;
=== Structure 1: Nidavellir ===&lt;br /&gt;
* &#039;&#039;&#039;Structure Type:&#039;&#039;&#039; Sotiyo&lt;br /&gt;
* &#039;&#039;&#039;Security Status:&#039;&#039;&#039; Null / Wormhole&lt;br /&gt;
* &#039;&#039;&#039;Rigs Fitted:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Rig 1:&#039;&#039;&#039; Standup XL-Set Equipment and Consumable Manufacturing Efficiency I&lt;br /&gt;
** &#039;&#039;&#039;Rig 2:&#039;&#039;&#039; Standup XL-Set Ship Manufacturing Efficiency I&lt;br /&gt;
** &#039;&#039;&#039;Rig 3:&#039;&#039;&#039; Standup XL-Set Structure and Component Manufacturing Efficiency I&lt;br /&gt;
&lt;br /&gt;
=== Structure 2: Crucible ===&lt;br /&gt;
* &#039;&#039;&#039;Structure Type:&#039;&#039;&#039; Tatara&lt;br /&gt;
* &#039;&#039;&#039;Security Status:&#039;&#039;&#039; Null / Wormhole&lt;br /&gt;
* &#039;&#039;&#039;Rigs Fitted:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Rig 1:&#039;&#039;&#039; Standup L-Set Reactor Efficiency II&lt;br /&gt;
** &#039;&#039;&#039;Rig 2:&#039;&#039;&#039; &#039;&#039;Standup L-Set Reprocessing Monitor II&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Rig 3:&#039;&#039;&#039; &#039;&#039;None&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Category Allocations &amp;amp; Efficiencies ==&lt;br /&gt;
&lt;br /&gt;
=== Manufacturing (Nidavellir) ===&lt;br /&gt;
All manufacturing runs in &#039;&#039;&#039;Nidavellir&#039;&#039;&#039; (Sotiyo) with a base structure ME/TE bonus of &#039;&#039;&#039;1.0% ME / 25.0% TE&#039;&#039;&#039; and rig bonuses of &#039;&#039;&#039;4.2% ME / 42.0% TE&#039;&#039;&#039;. Skill Time Efficiency (TE) is calculated at &#039;&#039;&#039;20.0%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Category !! Assigned Structure !! ME Rig Bonus !! TE Rig Bonus !! Skill TE Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Components || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Large Ships || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Medium Ships || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Small Ships || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Ammunition || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Basic Large Ships || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Basic Medium Ships || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Basic Small Ships || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Capital Advanced Components || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Capital Components || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Capital Ships || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Drones || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Equipment || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Structure Modules &amp;amp; Units || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reactions (Crucible) ===&lt;br /&gt;
All reaction processes run in &#039;&#039;&#039;Crucible&#039;&#039;&#039; (Tatara) with a base structure TE bonus of &#039;&#039;&#039;25.0%&#039;&#039;&#039; and T2 rig bonuses of &#039;&#039;&#039;2.64% ME / 26.4% TE&#039;&#039;&#039;. Skill Time Efficiency (TE) is calculated at &#039;&#039;&#039;20.0%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Reaction Type !! Assigned Structure !! ME Rig Bonus !! TE Rig Bonus !! Skill TE Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Biochemical Reactions || Crucible || 2.64% || 26.4% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Composite Reactions || Crucible || 2.64% || 26.4% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Reactions || Crucible || 2.64% || 26.4% || 20.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Raw Configuration File ==&lt;br /&gt;
[https://drive.google.com/file/d/1VECEvr_h524rLKl-iRsfv9lncNm2_qzv/view?usp=sharing Download The Config HERE]&amp;lt;syntaxhighlight lang=&amp;quot;json&amp;quot;&amp;gt;{&amp;quot;No_1st_reacts&amp;quot;: false, &amp;quot;No_2nd_reacts&amp;quot;: false, &amp;quot;No_advanced_cap_components&amp;quot;: false, &amp;quot;No_advanced_components&amp;quot;: false, &amp;quot;No_bio_reacts&amp;quot;: false, &amp;quot;No_cap_comps&amp;quot;: false, &amp;quot;No_fuel_blocks&amp;quot;: false, &amp;quot;No_gas_phase_reacts&amp;quot;: false, &amp;quot;No_hyb_comps&amp;quot;: false, &amp;quot;No_hyb_reacts&amp;quot;: false, &amp;quot;No_list&amp;quot;: &amp;quot;&amp;quot;, &amp;quot;No_t1_hulls&amp;quot;: false, &amp;quot;No_tools&amp;quot;: false, &amp;quot;adv_comp_rig_me&amp;quot;: 0.042, &amp;quot;adv_comp_rig_te&amp;quot;: 0.42, &amp;quot;adv_comp_skill_te&amp;quot;: 0.2, &amp;quot;adv_comp_struct_me&amp;quot;: 0.01, &amp;quot;adv_comp_struct_te&amp;quot;: 0.25, &amp;quot;adv_large_ship_rig_me&amp;quot;: 0.042, &amp;quot;adv_large_ship_rig_te&amp;quot;: 0.42, &amp;quot;adv_large_ship_skill_te&amp;quot;: 0.2, &amp;quot;adv_large_ship_struct_me&amp;quot;: 0.01, &amp;quot;adv_large_ship_struct_te&amp;quot;: 0.25, &amp;quot;adv_med_ship_rig_me&amp;quot;: 0.042, &amp;quot;adv_med_ship_rig_te&amp;quot;: 0.42, &amp;quot;adv_med_ship_skill_te&amp;quot;: 0.2, &amp;quot;adv_med_ship_struct_me&amp;quot;: 0.01, &amp;quot;adv_med_ship_struct_te&amp;quot;: 0.25, &amp;quot;adv_small_ship_rig_me&amp;quot;: 0.042, &amp;quot;adv_small_ship_rig_te&amp;quot;: 0.42, &amp;quot;adv_small_ship_skill_te&amp;quot;: 0.2, &amp;quot;adv_small_ship_struct_me&amp;quot;: 0.01, &amp;quot;adv_small_ship_struct_te&amp;quot;: 0.25, &amp;quot;ammo_rig_me&amp;quot;: 0.042, &amp;quot;ammo_rig_te&amp;quot;: 0.42, &amp;quot;ammo_skill_te&amp;quot;: 0.2, &amp;quot;ammo_struct_me&amp;quot;: 0.01, &amp;quot;ammo_struct_te&amp;quot;: 0.25, &amp;quot;basic_large_ship_rig_me&amp;quot;: 0.042, &amp;quot;basic_large_ship_rig_te&amp;quot;: 0.42, &amp;quot;basic_large_ship_skill_te&amp;quot;: 0.2, &amp;quot;basic_large_ship_struct_me&amp;quot;: 0.01, &amp;quot;basic_large_ship_struct_te&amp;quot;: 0.25, &amp;quot;basic_med_ship_rig_me&amp;quot;: 0.042, &amp;quot;basic_med_ship_rig_te&amp;quot;: 0.42, &amp;quot;basic_med_ship_skill_te&amp;quot;: 0.2, &amp;quot;basic_med_ship_struct_me&amp;quot;: 0.01, &amp;quot;basic_med_ship_struct_te&amp;quot;: 0.25, &amp;quot;basic_small_ship_rig_me&amp;quot;: 0.042, &amp;quot;basic_small_ship_rig_te&amp;quot;: 0.42, &amp;quot;basic_small_ship_skill_te&amp;quot;: 0.2, &amp;quot;basic_small_ship_struct_me&amp;quot;: 0.01, &amp;quot;basic_small_ship_struct_te&amp;quot;: 0.25, &amp;quot;bio_react_rig_me&amp;quot;: 0.0264, &amp;quot;bio_react_rig_te&amp;quot;: 0.264, &amp;quot;bio_react_skill_te&amp;quot;: 0.2, &amp;quot;bio_react_struct_me&amp;quot;: 0.0, &amp;quot;bio_react_struct_te&amp;quot;: 0.25, &amp;quot;brokers_fee&amp;quot;: 0.0, &amp;quot;cap_adv_comp_rig_me&amp;quot;: 0.042, &amp;quot;cap_adv_comp_rig_te&amp;quot;: 0.42, &amp;quot;cap_adv_comp_skill_te&amp;quot;: 0.2, &amp;quot;cap_adv_comp_struct_me&amp;quot;: 0.01, &amp;quot;cap_adv_comp_struct_te&amp;quot;: 0.25, &amp;quot;cap_comp_rig_me&amp;quot;: 0.042, &amp;quot;cap_comp_rig_te&amp;quot;: 0.42, &amp;quot;cap_comp_skill_te&amp;quot;: 0.2, &amp;quot;cap_comp_struct_me&amp;quot;: 0.01, &amp;quot;cap_comp_struct_te&amp;quot;: 0.25, &amp;quot;cap_ship_rig_me&amp;quot;: 0.042, &amp;quot;cap_ship_rig_te&amp;quot;: 0.42, &amp;quot;cap_ship_skill_te&amp;quot;: 0.2, &amp;quot;cap_ship_struct_me&amp;quot;: 0.01, &amp;quot;cap_ship_struct_te&amp;quot;: 0.25, &amp;quot;comp_react_rig_me&amp;quot;: 0.0264, &amp;quot;comp_react_rig_te&amp;quot;: 0.264, &amp;quot;comp_react_skill_te&amp;quot;: 0.2, &amp;quot;comp_react_struct_me&amp;quot;: 0.0, &amp;quot;comp_react_struct_te&amp;quot;: 0.25, &amp;quot;cookie_version&amp;quot;: 0.08, &amp;quot;drones_rig_me&amp;quot;: 0.042, &amp;quot;drones_rig_te&amp;quot;: 0.42, &amp;quot;drones_skill_te&amp;quot;: 0.2, &amp;quot;drones_struct_me&amp;quot;: 0.01, &amp;quot;drones_struct_te&amp;quot;: 0.25, &amp;quot;equipment_rig_me&amp;quot;: 0.042, &amp;quot;equipment_rig_te&amp;quot;: 0.42, &amp;quot;equipment_skill_te&amp;quot;: 0.2, &amp;quot;equipment_struct_me&amp;quot;: 0.01, &amp;quot;equipment_struct_te&amp;quot;: 0.25, &amp;quot;hidden_allocation_dict&amp;quot;: {&amp;quot;adv_comp_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;adv_large_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;adv_med_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;adv_small_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;ammo_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;basic_large_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;basic_med_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;basic_small_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;bio_react_select&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;cap_adv_comp_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;cap_comp_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;cap_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;comp_react_select&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;drones_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;equipment_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;hyb_react_select&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;structure_select&amp;quot;: &amp;quot;Structure 1&amp;quot;}, &amp;quot;hidden_my_structures&amp;quot;: [{&amp;quot;Rig1&amp;quot;: &amp;quot;Standup XL-Set Equipment and Consumable Manufacturing Efficiency I&amp;quot;, &amp;quot;Rig2&amp;quot;: &amp;quot;Standup XL-Set Ship Manufacturing Efficiency I&amp;quot;, &amp;quot;Rig3&amp;quot;: &amp;quot;Standup XL-Set Structure and Component Manufacturing Efficiency I&amp;quot;, &amp;quot;id&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;name&amp;quot;: &amp;quot;Nidavellir&amp;quot;, &amp;quot;security&amp;quot;: &amp;quot;Null / Wormhole&amp;quot;, &amp;quot;structure&amp;quot;: &amp;quot;Sotiyo&amp;quot;}, {&amp;quot;Rig1&amp;quot;: &amp;quot;Standup L-Set Reactor Efficiency II&amp;quot;, &amp;quot;Rig2&amp;quot;: &amp;quot;No Rig&amp;quot;, &amp;quot;Rig3&amp;quot;: &amp;quot;No Rig&amp;quot;, &amp;quot;id&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;name&amp;quot;: &amp;quot;Crucible&amp;quot;, &amp;quot;security&amp;quot;: &amp;quot;Null / Wormhole&amp;quot;, &amp;quot;structure&amp;quot;: &amp;quot;Tatara&amp;quot;}], &amp;quot;hyb_react_rig_me&amp;quot;: 0.0264, &amp;quot;hyb_react_rig_te&amp;quot;: 0.264, &amp;quot;hyb_react_skill_te&amp;quot;: 0.2, &amp;quot;hyb_react_struct_me&amp;quot;: 0.0, &amp;quot;hyb_react_struct_te&amp;quot;: 0.25, &amp;quot;inv_cost_index_override&amp;quot;: 0.0, &amp;quot;inv_cost_reduction&amp;quot;: 0.0, &amp;quot;inv_system&amp;quot;: &amp;quot;U-TJ7Y&amp;quot;, &amp;quot;manu_cost_index_override&amp;quot;: 0.0, &amp;quot;manu_slots&amp;quot;: 300, &amp;quot;manu_system&amp;quot;: &amp;quot;U-TJ7Y&amp;quot;, &amp;quot;max_job_time&amp;quot;: 3.0, &amp;quot;override_indices&amp;quot;: false, &amp;quot;react_cost_index_override&amp;quot;: 0.0, &amp;quot;react_slots&amp;quot;: 100, &amp;quot;react_system&amp;quot;: &amp;quot;U-TJ7Y&amp;quot;, &amp;quot;sales_tax&amp;quot;: 0.0, &amp;quot;skill_11433&amp;quot;: 3, &amp;quot;skill_11441&amp;quot;: 3, &amp;quot;skill_11442&amp;quot;: 3, &amp;quot;skill_11443&amp;quot;: 3, &amp;quot;skill_11444&amp;quot;: 3, &amp;quot;skill_11445&amp;quot;: 3, &amp;quot;skill_11446&amp;quot;: 3, &amp;quot;skill_11447&amp;quot;: 3, &amp;quot;skill_11448&amp;quot;: 3, &amp;quot;skill_11449&amp;quot;: 3, &amp;quot;skill_11450&amp;quot;: 3, &amp;quot;skill_11451&amp;quot;: 3, &amp;quot;skill_11452&amp;quot;: 3, &amp;quot;skill_11453&amp;quot;: 3, &amp;quot;skill_11454&amp;quot;: 3, &amp;quot;skill_11455&amp;quot;: 3, &amp;quot;skill_11529&amp;quot;: 3, &amp;quot;skill_21790&amp;quot;: 3, &amp;quot;skill_21791&amp;quot;: 3, &amp;quot;skill_22242&amp;quot;: 3, &amp;quot;skill_23087&amp;quot;: 3, &amp;quot;skill_23121&amp;quot;: 3, &amp;quot;skill_30324&amp;quot;: 3, &amp;quot;skill_30325&amp;quot;: 3, &amp;quot;skill_30327&amp;quot;: 3, &amp;quot;skill_30788&amp;quot;: 3, &amp;quot;skill_3400&amp;quot;: 3, &amp;quot;skill_3408&amp;quot;: 3, &amp;quot;skill_52307&amp;quot;: 3, &amp;quot;skill_52308&amp;quot;: 3, &amp;quot;skill_55025&amp;quot;: 3, &amp;quot;skill_81050&amp;quot;: 3, &amp;quot;split_threshold&amp;quot;: 1.0, &amp;quot;structure_rig_me&amp;quot;: 0.042, &amp;quot;structure_rig_te&amp;quot;: 0.42, &amp;quot;structure_skill_te&amp;quot;: 0.2, &amp;quot;structure_struct_me&amp;quot;: 0.01, &amp;quot;structure_struct_te&amp;quot;: 0.25, &amp;quot;use_default_mode&amp;quot;: false}&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sevey</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=FGIP_Configuration&amp;diff=194470</id>
		<title>FGIP Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=FGIP_Configuration&amp;diff=194470"/>
		<updated>2026-07-21T16:35:01Z</updated>

		<summary type="html">&lt;p&gt;Sevey: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
* &#039;&#039;&#039;Solar System:&#039;&#039;&#039; U-TJ7Y&lt;br /&gt;
&lt;br /&gt;
== Industrial Structures ==&lt;br /&gt;
&lt;br /&gt;
=== Structure 1: Nidavellir ===&lt;br /&gt;
* &#039;&#039;&#039;Structure Type:&#039;&#039;&#039; Sotiyo&lt;br /&gt;
* &#039;&#039;&#039;Security Status:&#039;&#039;&#039; Null / Wormhole&lt;br /&gt;
* &#039;&#039;&#039;Rigs Fitted:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Rig 1:&#039;&#039;&#039; Standup XL-Set Equipment and Consumable Manufacturing Efficiency I&lt;br /&gt;
** &#039;&#039;&#039;Rig 2:&#039;&#039;&#039; Standup XL-Set Ship Manufacturing Efficiency I&lt;br /&gt;
** &#039;&#039;&#039;Rig 3:&#039;&#039;&#039; Standup XL-Set Structure and Component Manufacturing Efficiency I&lt;br /&gt;
&lt;br /&gt;
=== Structure 2: Crucible ===&lt;br /&gt;
* &#039;&#039;&#039;Structure Type:&#039;&#039;&#039; Tatara&lt;br /&gt;
* &#039;&#039;&#039;Security Status:&#039;&#039;&#039; Null / Wormhole&lt;br /&gt;
* &#039;&#039;&#039;Rigs Fitted:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Rig 1:&#039;&#039;&#039; Standup L-Set Reactor Efficiency II&lt;br /&gt;
** &#039;&#039;&#039;Rig 2:&#039;&#039;&#039; &#039;&#039;None&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Rig 3:&#039;&#039;&#039; &#039;&#039;None&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Category Allocations &amp;amp; Efficiencies ==&lt;br /&gt;
&lt;br /&gt;
=== Manufacturing (Nidavellir) ===&lt;br /&gt;
All manufacturing runs in &#039;&#039;&#039;Nidavellir&#039;&#039;&#039; (Sotiyo) with a base structure ME/TE bonus of &#039;&#039;&#039;1.0% ME / 25.0% TE&#039;&#039;&#039; and rig bonuses of &#039;&#039;&#039;4.2% ME / 42.0% TE&#039;&#039;&#039;. Skill Time Efficiency (TE) is calculated at &#039;&#039;&#039;20.0%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Category !! Assigned Structure !! ME Rig Bonus !! TE Rig Bonus !! Skill TE Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Components || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Large Ships || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Medium Ships || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Small Ships || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Ammunition || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Basic Large Ships || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Basic Medium Ships || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Basic Small Ships || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Capital Advanced Components || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Capital Components || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Capital Ships || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Drones || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Equipment || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Structure Modules &amp;amp; Units || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reactions (Crucible) ===&lt;br /&gt;
All reaction processes run in &#039;&#039;&#039;Crucible&#039;&#039;&#039; (Tatara) with a base structure TE bonus of &#039;&#039;&#039;25.0%&#039;&#039;&#039; and T2 rig bonuses of &#039;&#039;&#039;2.64% ME / 26.4% TE&#039;&#039;&#039;. Skill Time Efficiency (TE) is calculated at &#039;&#039;&#039;20.0%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Reaction Type !! Assigned Structure !! ME Rig Bonus !! TE Rig Bonus !! Skill TE Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Biochemical Reactions || Crucible || 2.64% || 26.4% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Composite Reactions || Crucible || 2.64% || 26.4% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Reactions || Crucible || 2.64% || 26.4% || 20.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Raw Configuration File ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;json&amp;quot;&amp;gt;&lt;br /&gt;
{&amp;quot;No_1st_reacts&amp;quot;: false, &amp;quot;No_2nd_reacts&amp;quot;: false, &amp;quot;No_advanced_cap_components&amp;quot;: false, &amp;quot;No_advanced_components&amp;quot;: false, &amp;quot;No_bio_reacts&amp;quot;: false, &amp;quot;No_cap_comps&amp;quot;: false, &amp;quot;No_fuel_blocks&amp;quot;: false, &amp;quot;No_gas_phase_reacts&amp;quot;: false, &amp;quot;No_hyb_comps&amp;quot;: false, &amp;quot;No_hyb_reacts&amp;quot;: false, &amp;quot;No_list&amp;quot;: &amp;quot;&amp;quot;, &amp;quot;No_t1_hulls&amp;quot;: false, &amp;quot;No_tools&amp;quot;: false, &amp;quot;adv_comp_rig_me&amp;quot;: 0.042, &amp;quot;adv_comp_rig_te&amp;quot;: 0.42, &amp;quot;adv_comp_skill_te&amp;quot;: 0.2, &amp;quot;adv_comp_struct_me&amp;quot;: 0.01, &amp;quot;adv_comp_struct_te&amp;quot;: 0.25, &amp;quot;adv_large_ship_rig_me&amp;quot;: 0.042, &amp;quot;adv_large_ship_rig_te&amp;quot;: 0.42, &amp;quot;adv_large_ship_skill_te&amp;quot;: 0.2, &amp;quot;adv_large_ship_struct_me&amp;quot;: 0.01, &amp;quot;adv_large_ship_struct_te&amp;quot;: 0.25, &amp;quot;adv_med_ship_rig_me&amp;quot;: 0.042, &amp;quot;adv_med_ship_rig_te&amp;quot;: 0.42, &amp;quot;adv_med_ship_skill_te&amp;quot;: 0.2, &amp;quot;adv_med_ship_struct_me&amp;quot;: 0.01, &amp;quot;adv_med_ship_struct_te&amp;quot;: 0.25, &amp;quot;adv_small_ship_rig_me&amp;quot;: 0.042, &amp;quot;adv_small_ship_rig_te&amp;quot;: 0.42, &amp;quot;adv_small_ship_skill_te&amp;quot;: 0.2, &amp;quot;adv_small_ship_struct_me&amp;quot;: 0.01, &amp;quot;adv_small_ship_struct_te&amp;quot;: 0.25, &amp;quot;ammo_rig_me&amp;quot;: 0.042, &amp;quot;ammo_rig_te&amp;quot;: 0.42, &amp;quot;ammo_skill_te&amp;quot;: 0.2, &amp;quot;ammo_struct_me&amp;quot;: 0.01, &amp;quot;ammo_struct_te&amp;quot;: 0.25, &amp;quot;basic_large_ship_rig_me&amp;quot;: 0.042, &amp;quot;basic_large_ship_rig_te&amp;quot;: 0.42, &amp;quot;basic_large_ship_skill_te&amp;quot;: 0.2, &amp;quot;basic_large_ship_struct_me&amp;quot;: 0.01, &amp;quot;basic_large_ship_struct_te&amp;quot;: 0.25, &amp;quot;basic_med_ship_rig_me&amp;quot;: 0.042, &amp;quot;basic_med_ship_rig_te&amp;quot;: 0.42, &amp;quot;basic_med_ship_skill_te&amp;quot;: 0.2, &amp;quot;basic_med_ship_struct_me&amp;quot;: 0.01, &amp;quot;basic_med_ship_struct_te&amp;quot;: 0.25, &amp;quot;basic_small_ship_rig_me&amp;quot;: 0.042, &amp;quot;basic_small_ship_rig_te&amp;quot;: 0.42, &amp;quot;basic_small_ship_skill_te&amp;quot;: 0.2, &amp;quot;basic_small_ship_struct_me&amp;quot;: 0.01, &amp;quot;basic_small_ship_struct_te&amp;quot;: 0.25, &amp;quot;bio_react_rig_me&amp;quot;: 0.0264, &amp;quot;bio_react_rig_te&amp;quot;: 0.264, &amp;quot;bio_react_skill_te&amp;quot;: 0.2, &amp;quot;bio_react_struct_me&amp;quot;: 0.0, &amp;quot;bio_react_struct_te&amp;quot;: 0.25, &amp;quot;brokers_fee&amp;quot;: 0.0, &amp;quot;cap_adv_comp_rig_me&amp;quot;: 0.042, &amp;quot;cap_adv_comp_rig_te&amp;quot;: 0.42, &amp;quot;cap_adv_comp_skill_te&amp;quot;: 0.2, &amp;quot;cap_adv_comp_struct_me&amp;quot;: 0.01, &amp;quot;cap_adv_comp_struct_te&amp;quot;: 0.25, &amp;quot;cap_comp_rig_me&amp;quot;: 0.042, &amp;quot;cap_comp_rig_te&amp;quot;: 0.42, &amp;quot;cap_comp_skill_te&amp;quot;: 0.2, &amp;quot;cap_comp_struct_me&amp;quot;: 0.01, &amp;quot;cap_comp_struct_te&amp;quot;: 0.25, &amp;quot;cap_ship_rig_me&amp;quot;: 0.042, &amp;quot;cap_ship_rig_te&amp;quot;: 0.42, &amp;quot;cap_ship_skill_te&amp;quot;: 0.2, &amp;quot;cap_ship_struct_me&amp;quot;: 0.01, &amp;quot;cap_ship_struct_te&amp;quot;: 0.25, &amp;quot;comp_react_rig_me&amp;quot;: 0.0264, &amp;quot;comp_react_rig_te&amp;quot;: 0.264, &amp;quot;comp_react_skill_te&amp;quot;: 0.2, &amp;quot;comp_react_struct_me&amp;quot;: 0.0, &amp;quot;comp_react_struct_te&amp;quot;: 0.25, &amp;quot;cookie_version&amp;quot;: 0.08, &amp;quot;drones_rig_me&amp;quot;: 0.042, &amp;quot;drones_rig_te&amp;quot;: 0.42, &amp;quot;drones_skill_te&amp;quot;: 0.2, &amp;quot;drones_struct_me&amp;quot;: 0.01, &amp;quot;drones_struct_te&amp;quot;: 0.25, &amp;quot;equipment_rig_me&amp;quot;: 0.042, &amp;quot;equipment_rig_te&amp;quot;: 0.42, &amp;quot;equipment_skill_te&amp;quot;: 0.2, &amp;quot;equipment_struct_me&amp;quot;: 0.01, &amp;quot;equipment_struct_te&amp;quot;: 0.25, &amp;quot;hidden_allocation_dict&amp;quot;: {&amp;quot;adv_comp_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;adv_large_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;adv_med_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;adv_small_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;ammo_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;basic_large_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;basic_med_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;basic_small_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;bio_react_select&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;cap_adv_comp_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;cap_comp_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;cap_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;comp_react_select&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;drones_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;equipment_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;hyb_react_select&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;structure_select&amp;quot;: &amp;quot;Structure 1&amp;quot;}, &amp;quot;hidden_my_structures&amp;quot;: [{&amp;quot;Rig1&amp;quot;: &amp;quot;Standup XL-Set Equipment and Consumable Manufacturing Efficiency I&amp;quot;, &amp;quot;Rig2&amp;quot;: &amp;quot;Standup XL-Set Ship Manufacturing Efficiency I&amp;quot;, &amp;quot;Rig3&amp;quot;: &amp;quot;Standup XL-Set Structure and Component Manufacturing Efficiency I&amp;quot;, &amp;quot;id&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;name&amp;quot;: &amp;quot;Nidavellir&amp;quot;, &amp;quot;security&amp;quot;: &amp;quot;Null / Wormhole&amp;quot;, &amp;quot;structure&amp;quot;: &amp;quot;Sotiyo&amp;quot;}, {&amp;quot;Rig1&amp;quot;: &amp;quot;Standup L-Set Reactor Efficiency II&amp;quot;, &amp;quot;Rig2&amp;quot;: &amp;quot;No Rig&amp;quot;, &amp;quot;Rig3&amp;quot;: &amp;quot;No Rig&amp;quot;, &amp;quot;id&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;name&amp;quot;: &amp;quot;Crucible&amp;quot;, &amp;quot;security&amp;quot;: &amp;quot;Null / Wormhole&amp;quot;, &amp;quot;structure&amp;quot;: &amp;quot;Tatara&amp;quot;}], &amp;quot;hyb_react_rig_me&amp;quot;: 0.0264, &amp;quot;hyb_react_rig_te&amp;quot;: 0.264, &amp;quot;hyb_react_skill_te&amp;quot;: 0.2, &amp;quot;hyb_react_struct_me&amp;quot;: 0.0, &amp;quot;hyb_react_struct_te&amp;quot;: 0.25, &amp;quot;inv_cost_index_override&amp;quot;: 0.0, &amp;quot;inv_cost_reduction&amp;quot;: 0.0, &amp;quot;inv_system&amp;quot;: &amp;quot;U-TJ7Y&amp;quot;, &amp;quot;manu_cost_index_override&amp;quot;: 0.0, &amp;quot;manu_slots&amp;quot;: 300, &amp;quot;manu_system&amp;quot;: &amp;quot;U-TJ7Y&amp;quot;, &amp;quot;max_job_time&amp;quot;: 3.0, &amp;quot;override_indices&amp;quot;: false, &amp;quot;react_cost_index_override&amp;quot;: 0.0, &amp;quot;react_slots&amp;quot;: 100, &amp;quot;react_system&amp;quot;: &amp;quot;U-TJ7Y&amp;quot;, &amp;quot;sales_tax&amp;quot;: 0.0, &amp;quot;skill_11433&amp;quot;: 3, &amp;quot;skill_11441&amp;quot;: 3, &amp;quot;skill_11442&amp;quot;: 3, &amp;quot;skill_11443&amp;quot;: 3, &amp;quot;skill_11444&amp;quot;: 3, &amp;quot;skill_11445&amp;quot;: 3, &amp;quot;skill_11446&amp;quot;: 3, &amp;quot;skill_11447&amp;quot;: 3, &amp;quot;skill_11448&amp;quot;: 3, &amp;quot;skill_11449&amp;quot;: 3, &amp;quot;skill_11450&amp;quot;: 3, &amp;quot;skill_11451&amp;quot;: 3, &amp;quot;skill_11452&amp;quot;: 3, &amp;quot;skill_11453&amp;quot;: 3, &amp;quot;skill_11454&amp;quot;: 3, &amp;quot;skill_11455&amp;quot;: 3, &amp;quot;skill_11529&amp;quot;: 3, &amp;quot;skill_21790&amp;quot;: 3, &amp;quot;skill_21791&amp;quot;: 3, &amp;quot;skill_22242&amp;quot;: 3, &amp;quot;skill_23087&amp;quot;: 3, &amp;quot;skill_23121&amp;quot;: 3, &amp;quot;skill_30324&amp;quot;: 3, &amp;quot;skill_30325&amp;quot;: 3, &amp;quot;skill_30327&amp;quot;: 3, &amp;quot;skill_30788&amp;quot;: 3, &amp;quot;skill_3400&amp;quot;: 3, &amp;quot;skill_3408&amp;quot;: 3, &amp;quot;skill_52307&amp;quot;: 3, &amp;quot;skill_52308&amp;quot;: 3, &amp;quot;skill_55025&amp;quot;: 3, &amp;quot;skill_81050&amp;quot;: 3, &amp;quot;split_threshold&amp;quot;: 1.0, &amp;quot;structure_rig_me&amp;quot;: 0.042, &amp;quot;structure_rig_te&amp;quot;: 0.42, &amp;quot;structure_skill_te&amp;quot;: 0.2, &amp;quot;structure_struct_me&amp;quot;: 0.01, &amp;quot;structure_struct_te&amp;quot;: 0.25, &amp;quot;use_default_mode&amp;quot;: false}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sevey</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=FGIP_Configuration&amp;diff=194469</id>
		<title>FGIP Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=FGIP_Configuration&amp;diff=194469"/>
		<updated>2026-07-21T16:34:09Z</updated>

		<summary type="html">&lt;p&gt;Sevey: Created page with &amp;quot;== Overview == * &amp;#039;&amp;#039;&amp;#039;Solar System:&amp;#039;&amp;#039;&amp;#039; U-TJ7Y * &amp;#039;&amp;#039;&amp;#039;Broker&amp;#039;s Fee:&amp;#039;&amp;#039;&amp;#039; 0.0% * &amp;#039;&amp;#039;&amp;#039;Sales Tax:&amp;#039;&amp;#039;&amp;#039; 0.0% * &amp;#039;&amp;#039;&amp;#039;Manufacturing Slots:&amp;#039;&amp;#039;&amp;#039; 300 * &amp;#039;&amp;#039;&amp;#039;Reaction Slots:&amp;#039;&amp;#039;&amp;#039; 100 * &amp;#039;&amp;#039;&amp;#039;Max Job Duration:&amp;#039;&amp;#039;&amp;#039; 3.0 days  == Industrial Structures ==  === Structure 1: Nidavellir === * &amp;#039;&amp;#039;&amp;#039;Structure Type:&amp;#039;&amp;#039;&amp;#039; Sotiyo * &amp;#039;&amp;#039;&amp;#039;Security Status:&amp;#039;&amp;#039;&amp;#039; Null / Wormhole * &amp;#039;&amp;#039;&amp;#039;Rigs Fitted:&amp;#039;&amp;#039;&amp;#039; ** &amp;#039;&amp;#039;&amp;#039;Rig 1:&amp;#039;&amp;#039;&amp;#039; Standup XL-Set Equipment and Consumable Manufacturing Efficiency I ** &amp;#039;&amp;#039;&amp;#039;Rig 2:&amp;#039;&amp;#039;&amp;#039; Standup XL-Set Ship Manufactur...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
* &#039;&#039;&#039;Solar System:&#039;&#039;&#039; U-TJ7Y&lt;br /&gt;
* &#039;&#039;&#039;Broker&#039;s Fee:&#039;&#039;&#039; 0.0%&lt;br /&gt;
* &#039;&#039;&#039;Sales Tax:&#039;&#039;&#039; 0.0%&lt;br /&gt;
* &#039;&#039;&#039;Manufacturing Slots:&#039;&#039;&#039; 300&lt;br /&gt;
* &#039;&#039;&#039;Reaction Slots:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Max Job Duration:&#039;&#039;&#039; 3.0 days&lt;br /&gt;
&lt;br /&gt;
== Industrial Structures ==&lt;br /&gt;
&lt;br /&gt;
=== Structure 1: Nidavellir ===&lt;br /&gt;
* &#039;&#039;&#039;Structure Type:&#039;&#039;&#039; Sotiyo&lt;br /&gt;
* &#039;&#039;&#039;Security Status:&#039;&#039;&#039; Null / Wormhole&lt;br /&gt;
* &#039;&#039;&#039;Rigs Fitted:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Rig 1:&#039;&#039;&#039; Standup XL-Set Equipment and Consumable Manufacturing Efficiency I&lt;br /&gt;
** &#039;&#039;&#039;Rig 2:&#039;&#039;&#039; Standup XL-Set Ship Manufacturing Efficiency I&lt;br /&gt;
** &#039;&#039;&#039;Rig 3:&#039;&#039;&#039; Standup XL-Set Structure and Component Manufacturing Efficiency I&lt;br /&gt;
&lt;br /&gt;
=== Structure 2: Crucible ===&lt;br /&gt;
* &#039;&#039;&#039;Structure Type:&#039;&#039;&#039; Tatara&lt;br /&gt;
* &#039;&#039;&#039;Security Status:&#039;&#039;&#039; Null / Wormhole&lt;br /&gt;
* &#039;&#039;&#039;Rigs Fitted:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Rig 1:&#039;&#039;&#039; Standup L-Set Reactor Efficiency II&lt;br /&gt;
** &#039;&#039;&#039;Rig 2:&#039;&#039;&#039; &#039;&#039;None&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Rig 3:&#039;&#039;&#039; &#039;&#039;None&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Category Allocations &amp;amp; Efficiencies ==&lt;br /&gt;
&lt;br /&gt;
=== Manufacturing (Nidavellir) ===&lt;br /&gt;
All manufacturing runs in &#039;&#039;&#039;Nidavellir&#039;&#039;&#039; (Sotiyo) with a base structure ME/TE bonus of &#039;&#039;&#039;1.0% ME / 25.0% TE&#039;&#039;&#039; and rig bonuses of &#039;&#039;&#039;4.2% ME / 42.0% TE&#039;&#039;&#039;. Skill Time Efficiency (TE) is calculated at &#039;&#039;&#039;20.0%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Category !! Assigned Structure !! ME Rig Bonus !! TE Rig Bonus !! Skill TE Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Components || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Large Ships || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Medium Ships || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Small Ships || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Ammunition || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Basic Large Ships || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Basic Medium Ships || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Basic Small Ships || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Capital Advanced Components || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Capital Components || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Capital Ships || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Drones || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Equipment || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Structure Modules &amp;amp; Units || Nidavellir || 4.2% || 42.0% || 20.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reactions (Crucible) ===&lt;br /&gt;
All reaction processes run in &#039;&#039;&#039;Crucible&#039;&#039;&#039; (Tatara) with a base structure TE bonus of &#039;&#039;&#039;25.0%&#039;&#039;&#039; and T2 rig bonuses of &#039;&#039;&#039;2.64% ME / 26.4% TE&#039;&#039;&#039;. Skill Time Efficiency (TE) is calculated at &#039;&#039;&#039;20.0%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Reaction Type !! Assigned Structure !! ME Rig Bonus !! TE Rig Bonus !! Skill TE Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Biochemical Reactions || Crucible || 2.64% || 26.4% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Composite Reactions || Crucible || 2.64% || 26.4% || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Reactions || Crucible || 2.64% || 26.4% || 20.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Raw Configuration File ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;json&amp;quot;&amp;gt;&lt;br /&gt;
{&amp;quot;No_1st_reacts&amp;quot;: false, &amp;quot;No_2nd_reacts&amp;quot;: false, &amp;quot;No_advanced_cap_components&amp;quot;: false, &amp;quot;No_advanced_components&amp;quot;: false, &amp;quot;No_bio_reacts&amp;quot;: false, &amp;quot;No_cap_comps&amp;quot;: false, &amp;quot;No_fuel_blocks&amp;quot;: false, &amp;quot;No_gas_phase_reacts&amp;quot;: false, &amp;quot;No_hyb_comps&amp;quot;: false, &amp;quot;No_hyb_reacts&amp;quot;: false, &amp;quot;No_list&amp;quot;: &amp;quot;&amp;quot;, &amp;quot;No_t1_hulls&amp;quot;: false, &amp;quot;No_tools&amp;quot;: false, &amp;quot;adv_comp_rig_me&amp;quot;: 0.042, &amp;quot;adv_comp_rig_te&amp;quot;: 0.42, &amp;quot;adv_comp_skill_te&amp;quot;: 0.2, &amp;quot;adv_comp_struct_me&amp;quot;: 0.01, &amp;quot;adv_comp_struct_te&amp;quot;: 0.25, &amp;quot;adv_large_ship_rig_me&amp;quot;: 0.042, &amp;quot;adv_large_ship_rig_te&amp;quot;: 0.42, &amp;quot;adv_large_ship_skill_te&amp;quot;: 0.2, &amp;quot;adv_large_ship_struct_me&amp;quot;: 0.01, &amp;quot;adv_large_ship_struct_te&amp;quot;: 0.25, &amp;quot;adv_med_ship_rig_me&amp;quot;: 0.042, &amp;quot;adv_med_ship_rig_te&amp;quot;: 0.42, &amp;quot;adv_med_ship_skill_te&amp;quot;: 0.2, &amp;quot;adv_med_ship_struct_me&amp;quot;: 0.01, &amp;quot;adv_med_ship_struct_te&amp;quot;: 0.25, &amp;quot;adv_small_ship_rig_me&amp;quot;: 0.042, &amp;quot;adv_small_ship_rig_te&amp;quot;: 0.42, &amp;quot;adv_small_ship_skill_te&amp;quot;: 0.2, &amp;quot;adv_small_ship_struct_me&amp;quot;: 0.01, &amp;quot;adv_small_ship_struct_te&amp;quot;: 0.25, &amp;quot;ammo_rig_me&amp;quot;: 0.042, &amp;quot;ammo_rig_te&amp;quot;: 0.42, &amp;quot;ammo_skill_te&amp;quot;: 0.2, &amp;quot;ammo_struct_me&amp;quot;: 0.01, &amp;quot;ammo_struct_te&amp;quot;: 0.25, &amp;quot;basic_large_ship_rig_me&amp;quot;: 0.042, &amp;quot;basic_large_ship_rig_te&amp;quot;: 0.42, &amp;quot;basic_large_ship_skill_te&amp;quot;: 0.2, &amp;quot;basic_large_ship_struct_me&amp;quot;: 0.01, &amp;quot;basic_large_ship_struct_te&amp;quot;: 0.25, &amp;quot;basic_med_ship_rig_me&amp;quot;: 0.042, &amp;quot;basic_med_ship_rig_te&amp;quot;: 0.42, &amp;quot;basic_med_ship_skill_te&amp;quot;: 0.2, &amp;quot;basic_med_ship_struct_me&amp;quot;: 0.01, &amp;quot;basic_med_ship_struct_te&amp;quot;: 0.25, &amp;quot;basic_small_ship_rig_me&amp;quot;: 0.042, &amp;quot;basic_small_ship_rig_te&amp;quot;: 0.42, &amp;quot;basic_small_ship_skill_te&amp;quot;: 0.2, &amp;quot;basic_small_ship_struct_me&amp;quot;: 0.01, &amp;quot;basic_small_ship_struct_te&amp;quot;: 0.25, &amp;quot;bio_react_rig_me&amp;quot;: 0.0264, &amp;quot;bio_react_rig_te&amp;quot;: 0.264, &amp;quot;bio_react_skill_te&amp;quot;: 0.2, &amp;quot;bio_react_struct_me&amp;quot;: 0.0, &amp;quot;bio_react_struct_te&amp;quot;: 0.25, &amp;quot;brokers_fee&amp;quot;: 0.0, &amp;quot;cap_adv_comp_rig_me&amp;quot;: 0.042, &amp;quot;cap_adv_comp_rig_te&amp;quot;: 0.42, &amp;quot;cap_adv_comp_skill_te&amp;quot;: 0.2, &amp;quot;cap_adv_comp_struct_me&amp;quot;: 0.01, &amp;quot;cap_adv_comp_struct_te&amp;quot;: 0.25, &amp;quot;cap_comp_rig_me&amp;quot;: 0.042, &amp;quot;cap_comp_rig_te&amp;quot;: 0.42, &amp;quot;cap_comp_skill_te&amp;quot;: 0.2, &amp;quot;cap_comp_struct_me&amp;quot;: 0.01, &amp;quot;cap_comp_struct_te&amp;quot;: 0.25, &amp;quot;cap_ship_rig_me&amp;quot;: 0.042, &amp;quot;cap_ship_rig_te&amp;quot;: 0.42, &amp;quot;cap_ship_skill_te&amp;quot;: 0.2, &amp;quot;cap_ship_struct_me&amp;quot;: 0.01, &amp;quot;cap_ship_struct_te&amp;quot;: 0.25, &amp;quot;comp_react_rig_me&amp;quot;: 0.0264, &amp;quot;comp_react_rig_te&amp;quot;: 0.264, &amp;quot;comp_react_skill_te&amp;quot;: 0.2, &amp;quot;comp_react_struct_me&amp;quot;: 0.0, &amp;quot;comp_react_struct_te&amp;quot;: 0.25, &amp;quot;cookie_version&amp;quot;: 0.08, &amp;quot;drones_rig_me&amp;quot;: 0.042, &amp;quot;drones_rig_te&amp;quot;: 0.42, &amp;quot;drones_skill_te&amp;quot;: 0.2, &amp;quot;drones_struct_me&amp;quot;: 0.01, &amp;quot;drones_struct_te&amp;quot;: 0.25, &amp;quot;equipment_rig_me&amp;quot;: 0.042, &amp;quot;equipment_rig_te&amp;quot;: 0.42, &amp;quot;equipment_skill_te&amp;quot;: 0.2, &amp;quot;equipment_struct_me&amp;quot;: 0.01, &amp;quot;equipment_struct_te&amp;quot;: 0.25, &amp;quot;hidden_allocation_dict&amp;quot;: {&amp;quot;adv_comp_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;adv_large_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;adv_med_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;adv_small_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;ammo_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;basic_large_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;basic_med_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;basic_small_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;bio_react_select&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;cap_adv_comp_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;cap_comp_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;cap_ship_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;comp_react_select&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;drones_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;equipment_select&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;hyb_react_select&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;structure_select&amp;quot;: &amp;quot;Structure 1&amp;quot;}, &amp;quot;hidden_my_structures&amp;quot;: [{&amp;quot;Rig1&amp;quot;: &amp;quot;Standup XL-Set Equipment and Consumable Manufacturing Efficiency I&amp;quot;, &amp;quot;Rig2&amp;quot;: &amp;quot;Standup XL-Set Ship Manufacturing Efficiency I&amp;quot;, &amp;quot;Rig3&amp;quot;: &amp;quot;Standup XL-Set Structure and Component Manufacturing Efficiency I&amp;quot;, &amp;quot;id&amp;quot;: &amp;quot;Structure 1&amp;quot;, &amp;quot;name&amp;quot;: &amp;quot;Nidavellir&amp;quot;, &amp;quot;security&amp;quot;: &amp;quot;Null / Wormhole&amp;quot;, &amp;quot;structure&amp;quot;: &amp;quot;Sotiyo&amp;quot;}, {&amp;quot;Rig1&amp;quot;: &amp;quot;Standup L-Set Reactor Efficiency II&amp;quot;, &amp;quot;Rig2&amp;quot;: &amp;quot;No Rig&amp;quot;, &amp;quot;Rig3&amp;quot;: &amp;quot;No Rig&amp;quot;, &amp;quot;id&amp;quot;: &amp;quot;Structure 2&amp;quot;, &amp;quot;name&amp;quot;: &amp;quot;Crucible&amp;quot;, &amp;quot;security&amp;quot;: &amp;quot;Null / Wormhole&amp;quot;, &amp;quot;structure&amp;quot;: &amp;quot;Tatara&amp;quot;}], &amp;quot;hyb_react_rig_me&amp;quot;: 0.0264, &amp;quot;hyb_react_rig_te&amp;quot;: 0.264, &amp;quot;hyb_react_skill_te&amp;quot;: 0.2, &amp;quot;hyb_react_struct_me&amp;quot;: 0.0, &amp;quot;hyb_react_struct_te&amp;quot;: 0.25, &amp;quot;inv_cost_index_override&amp;quot;: 0.0, &amp;quot;inv_cost_reduction&amp;quot;: 0.0, &amp;quot;inv_system&amp;quot;: &amp;quot;U-TJ7Y&amp;quot;, &amp;quot;manu_cost_index_override&amp;quot;: 0.0, &amp;quot;manu_slots&amp;quot;: 300, &amp;quot;manu_system&amp;quot;: &amp;quot;U-TJ7Y&amp;quot;, &amp;quot;max_job_time&amp;quot;: 3.0, &amp;quot;override_indices&amp;quot;: false, &amp;quot;react_cost_index_override&amp;quot;: 0.0, &amp;quot;react_slots&amp;quot;: 100, &amp;quot;react_system&amp;quot;: &amp;quot;U-TJ7Y&amp;quot;, &amp;quot;sales_tax&amp;quot;: 0.0, &amp;quot;skill_11433&amp;quot;: 3, &amp;quot;skill_11441&amp;quot;: 3, &amp;quot;skill_11442&amp;quot;: 3, &amp;quot;skill_11443&amp;quot;: 3, &amp;quot;skill_11444&amp;quot;: 3, &amp;quot;skill_11445&amp;quot;: 3, &amp;quot;skill_11446&amp;quot;: 3, &amp;quot;skill_11447&amp;quot;: 3, &amp;quot;skill_11448&amp;quot;: 3, &amp;quot;skill_11449&amp;quot;: 3, &amp;quot;skill_11450&amp;quot;: 3, &amp;quot;skill_11451&amp;quot;: 3, &amp;quot;skill_11452&amp;quot;: 3, &amp;quot;skill_11453&amp;quot;: 3, &amp;quot;skill_11454&amp;quot;: 3, &amp;quot;skill_11455&amp;quot;: 3, &amp;quot;skill_11529&amp;quot;: 3, &amp;quot;skill_21790&amp;quot;: 3, &amp;quot;skill_21791&amp;quot;: 3, &amp;quot;skill_22242&amp;quot;: 3, &amp;quot;skill_23087&amp;quot;: 3, &amp;quot;skill_23121&amp;quot;: 3, &amp;quot;skill_30324&amp;quot;: 3, &amp;quot;skill_30325&amp;quot;: 3, &amp;quot;skill_30327&amp;quot;: 3, &amp;quot;skill_30788&amp;quot;: 3, &amp;quot;skill_3400&amp;quot;: 3, &amp;quot;skill_3408&amp;quot;: 3, &amp;quot;skill_52307&amp;quot;: 3, &amp;quot;skill_52308&amp;quot;: 3, &amp;quot;skill_55025&amp;quot;: 3, &amp;quot;skill_81050&amp;quot;: 3, &amp;quot;split_threshold&amp;quot;: 1.0, &amp;quot;structure_rig_me&amp;quot;: 0.042, &amp;quot;structure_rig_te&amp;quot;: 0.42, &amp;quot;structure_skill_te&amp;quot;: 0.2, &amp;quot;structure_struct_me&amp;quot;: 0.01, &amp;quot;structure_struct_te&amp;quot;: 0.25, &amp;quot;use_default_mode&amp;quot;: false}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sevey</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=Main_Page&amp;diff=120971</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=Main_Page&amp;diff=120971"/>
		<updated>2026-06-21T12:51:39Z</updated>

		<summary type="html">&lt;p&gt;Sevey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= EVE-EMU Universe Wiki =&lt;br /&gt;
&lt;br /&gt;
Welcome to the EVE-EMU wiki. This site hosts the EVE SDE item browser and alliance documentation.&lt;br /&gt;
&lt;br /&gt;
* [[SDE/Home|SDE browser]] — types, corporations, alliances&lt;br /&gt;
* [[EVE-EMU/Extensions|Extensions &amp;amp; parser functions]] — EveSDE, SSO, page access&lt;br /&gt;
* [https://auth.eve-emu.com/dashboard/ Alliance Auth dashboard]&lt;br /&gt;
* [[Buyback|Corporation Buyback]] - How to guide on the Corporation Buyback&lt;br /&gt;
&lt;br /&gt;
== Log in ==&lt;br /&gt;
&lt;br /&gt;
Members log in with &#039;&#039;&#039;Log in → openidconnect&#039;&#039;&#039; using [https://auth.eve-emu.com/ Alliance Auth] (EVE SSO). Authenticated members can edit pages.&lt;/div&gt;</summary>
		<author><name>Sevey</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=Main_Page&amp;diff=120970</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=Main_Page&amp;diff=120970"/>
		<updated>2026-06-21T12:50:58Z</updated>

		<summary type="html">&lt;p&gt;Sevey: /* EVE-EMU Universe Wiki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= EVE-EMU Universe Wiki =&lt;br /&gt;
&lt;br /&gt;
Welcome to the EVE-EMU wiki. This site hosts the EVE SDE item browser and alliance documentation.&lt;br /&gt;
&lt;br /&gt;
* [[SDE/Home|SDE browser]] — types, corporations, alliances&lt;br /&gt;
* [[EVE-EMU/Extensions|Extensions &amp;amp; parser functions]] — EveSDE, SSO, page access&lt;br /&gt;
* [https://auth.eve-emu.com/dashboard/ Alliance Auth dashboard]&lt;br /&gt;
* [[Buyback]]&lt;br /&gt;
&lt;br /&gt;
== Log in ==&lt;br /&gt;
&lt;br /&gt;
Members log in with &#039;&#039;&#039;Log in → openidconnect&#039;&#039;&#039; using [https://auth.eve-emu.com/ Alliance Auth] (EVE SSO). Authenticated members can edit pages.&lt;/div&gt;</summary>
		<author><name>Sevey</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=MediaWiki:Sidebar&amp;diff=120968</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=MediaWiki:Sidebar&amp;diff=120968"/>
		<updated>2026-06-21T12:48:45Z</updated>

		<summary type="html">&lt;p&gt;Sevey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** buyback|Corp Buyback&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
** helppage|help-mediawiki&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Sevey</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=MediaWiki:Sidebar&amp;diff=120967</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=MediaWiki:Sidebar&amp;diff=120967"/>
		<updated>2026-06-21T12:48:24Z</updated>

		<summary type="html">&lt;p&gt;Sevey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** Buyback|buback&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
** helppage|help-mediawiki&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Sevey</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=MediaWiki:Sidebar&amp;diff=120966</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=MediaWiki:Sidebar&amp;diff=120966"/>
		<updated>2026-06-21T12:48:09Z</updated>

		<summary type="html">&lt;p&gt;Sevey: Created page with &amp;quot; * navigation ** mainpage|mainpage-description ** buyback|buback ** recentchanges-url|recentchanges ** randompage-url|randompage ** helppage|help-mediawiki * SEARCH * TOOLBOX * LANGUAGES&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** buyback|buback&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
** helppage|help-mediawiki&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Sevey</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=Divisional_Manufacturing&amp;diff=120954</id>
		<title>Divisional Manufacturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=Divisional_Manufacturing&amp;diff=120954"/>
		<updated>2026-06-20T03:24:55Z</updated>

		<summary type="html">&lt;p&gt;Sevey: /* Joining D2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
= False Gods Industrial Division Guide =&lt;br /&gt;
&lt;br /&gt;
== Divisional Manufacturing Program (D0 → D3 + R&amp;amp;D) ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
False Gods operates a vertically integrated industrial ecosystem designed to turn member activity into alliance strength and profit. From mining and refining to reactions, components, ships, and structures, every division contributes to a larger production chain.&lt;br /&gt;
&lt;br /&gt;
The manufacturing program is divided into four tiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ Manufacturing Tiers&lt;br /&gt;
! Division !! Focus !! Skill Level&lt;br /&gt;
|-&lt;br /&gt;
! D0&lt;br /&gt;
| Entry-Level Manufacturing&lt;br /&gt;
| Beginner&lt;br /&gt;
|-&lt;br /&gt;
! D1&lt;br /&gt;
| Advanced Manufacturing &amp;amp; Capital Components&lt;br /&gt;
| Intermediate&lt;br /&gt;
|-&lt;br /&gt;
! D2&lt;br /&gt;
| Reactions &amp;amp; T2 Supply Chain&lt;br /&gt;
| Advanced&lt;br /&gt;
|-&lt;br /&gt;
! D3&lt;br /&gt;
| T2 Production, Capitals &amp;amp; Structures&lt;br /&gt;
| Expert&lt;br /&gt;
|-&lt;br /&gt;
! R&amp;amp;D&lt;br /&gt;
| Blueprint Research &amp;amp; Industrial Infrastructure&lt;br /&gt;
| Specialist&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industrial Production Chain ===&lt;br /&gt;
The False Gods industrial network follows a structured manufacturing pipeline where every division supports the next.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
Mining / Ice / Gas / PI&amp;lt;br /&amp;gt;&lt;br /&gt;
↓&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;D0&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
(T1 Equipment &amp;amp; Components)&amp;lt;br /&amp;gt;&lt;br /&gt;
↓&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;D1&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Capital Components &amp;amp; Advanced Production)&amp;lt;br /&amp;gt;&lt;br /&gt;
↓&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;D2&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Reactions &amp;amp; T2 Materials)&amp;lt;br /&amp;gt;&lt;br /&gt;
↓&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;D3&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
(T2 Production, Capitals, Structures &amp;amp; Finished Goods)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Joining the Manufacturing Program ===&lt;br /&gt;
==== Requirements ====&lt;br /&gt;
* Train the relevant corporation skill plan.&lt;br /&gt;
* Register interest via Discord. - Create a ticket in #rolerequest&lt;br /&gt;
* Receive approval from a Director.&lt;br /&gt;
&lt;br /&gt;
==== Useful Links ====&lt;br /&gt;
* &#039;&#039;&#039;Corp Authentication:&#039;&#039;&#039; [https://auth.eve-emu.com/ https://auth.eve-emu.com/]&lt;br /&gt;
* &#039;&#039;&#039;Alliance Authentication:&#039;&#039;&#039; [https://auth.wompa.space/ https://auth.wompa.space/]&lt;br /&gt;
* &#039;&#039;&#039;Division Squads:&#039;&#039;&#039; [https://auth.eve-emu.com/groups/ https://auth.eve-emu.com/groups/]&lt;br /&gt;
&lt;br /&gt;
== D0 Manufacturing: Entry-Level Production ==&lt;br /&gt;
D0 is the starting point for all industrialists. The goal is simple: &#039;&#039;&#039;add value to materials you mine.&#039;&#039;&#039; D0 builds the foundational products consumed throughout the corporation&#039;s manufacturing chain.&lt;br /&gt;
&lt;br /&gt;
=== Typical Products ===&lt;br /&gt;
* Modules&lt;br /&gt;
* Ammo&lt;br /&gt;
* Charges&lt;br /&gt;
* Drones&lt;br /&gt;
* Basic Ship Components&lt;br /&gt;
* Fuel Blocks&lt;br /&gt;
* Structure Components&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Minimal requirements. Most projects only require:&lt;br /&gt;
* Industry I&lt;br /&gt;
* Basic Industry Skills&lt;br /&gt;
&lt;br /&gt;
=== Finding Projects ===&lt;br /&gt;
# Corporation Window → Projects&lt;br /&gt;
# Search: &amp;lt;code&amp;gt;D0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blueprint Locations ====&lt;br /&gt;
Corporation Hangars (containers are organized by category):&lt;br /&gt;
* Modules&lt;br /&gt;
* Ammo&lt;br /&gt;
* Charges&lt;br /&gt;
* Drones&lt;br /&gt;
* Mining Crystals&lt;br /&gt;
&lt;br /&gt;
=== D0 Structure Assignments ===&lt;br /&gt;
* &#039;&#039;&#039;3-FKCZ - Godspeed&#039;s Drone Lair&#039;&#039;&#039;&lt;br /&gt;
** Modules&lt;br /&gt;
** Ammo&lt;br /&gt;
** Charges&lt;br /&gt;
** Drones&lt;br /&gt;
* &#039;&#039;&#039;VT-G2P - Equipment &amp;amp; Drones&#039;&#039;&#039;&lt;br /&gt;
** Modules&lt;br /&gt;
** Ammo&lt;br /&gt;
** Drones&lt;br /&gt;
&lt;br /&gt;
=== Profit Tips ===&lt;br /&gt;
* Use mined materials whenever possible.&lt;br /&gt;
* Use Corp Buyback and Sellback systems.&lt;br /&gt;
* Always compare material cost versus project payout.&lt;br /&gt;
&lt;br /&gt;
== D1 Manufacturing: Advanced Manufacturing Team ==&lt;br /&gt;
D1 bridges basic industry and heavy industry. This division produces advanced components that directly support larger strategic projects.&lt;br /&gt;
&lt;br /&gt;
=== What D1 Builds ===&lt;br /&gt;
* Capital Components&lt;br /&gt;
* Advanced Components&lt;br /&gt;
* Ship Construction Materials&lt;br /&gt;
* Freighter Production Inputs&lt;br /&gt;
&lt;br /&gt;
=== Joining D1 ===&lt;br /&gt;
# Complete D0 training.&lt;br /&gt;
# Train the D1 skill plan.&lt;br /&gt;
# Request D1 access through Discord.&lt;br /&gt;
# Obtain Director approval.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Estimated training time:&#039;&#039;&#039; 40-50 Days&lt;br /&gt;
&lt;br /&gt;
=== Current D1 Workflow ===&lt;br /&gt;
* &#039;&#039;&#039;BPCs located in:&#039;&#039;&#039; 3-FKCZ (MAX CTA from Harpies)&lt;br /&gt;
* If blueprint stock runs low, open a Blueprint Request.&lt;br /&gt;
&lt;br /&gt;
==== Material Sources ====&lt;br /&gt;
The corporation maintains moon materials stockpiles at &#039;&#039;&#039;Badivefi – The Onnamonolith&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Important Rules ===&lt;br /&gt;
If you intend to complete a D1 project:&lt;br /&gt;
* Notify the D1 team first.&lt;br /&gt;
* Coordinate production.&lt;br /&gt;
* Avoid duplicate builds.&lt;br /&gt;
&lt;br /&gt;
=== D1 Profitability ===&lt;br /&gt;
* &#039;&#039;&#039;Corporation purchasing basis:&#039;&#039;&#039; Jita Split Pricing&lt;br /&gt;
* &#039;&#039;&#039;Estimated margin:&#039;&#039;&#039; ~15% when sourcing efficiently.&lt;br /&gt;
&lt;br /&gt;
=== D1 Structure Assignments ===&lt;br /&gt;
* &#039;&#039;&#039;3-FKCZ - MAX CTA from Harpies&#039;&#039;&#039;&lt;br /&gt;
** Basic Small/Medium/Large Ships&lt;br /&gt;
** Advanced Components &amp;amp; Ships&lt;br /&gt;
** Capital Components &amp;amp; Ships&lt;br /&gt;
** Advanced Capital/Supercapital Components&lt;br /&gt;
** Fuel Blocks, Invention, Copying, Research&lt;br /&gt;
* &#039;&#039;&#039;60M-TG - Build-A-Bun Workshop&#039;&#039;&#039;&lt;br /&gt;
** Advanced Components&lt;br /&gt;
** Capital Components&lt;br /&gt;
** Capital Ships&lt;br /&gt;
&lt;br /&gt;
== D2 Manufacturing: Reactions &amp;amp; Advanced Materials ==&lt;br /&gt;
D2 forms the backbone of the T2 production chain. This division converts moon materials into valuable reaction outputs.&lt;br /&gt;
&lt;br /&gt;
=== Joining D2 ===&lt;br /&gt;
# Train the D2 skill plan.&lt;br /&gt;
# Join the D2 squad: [https://auth.eve-emu.com/groups/ https://auth.eve-emu.com/groups/]&lt;br /&gt;
# Receive Director approval.&lt;br /&gt;
&lt;br /&gt;
=== Current D2 Projects &amp;amp; Materials ===&lt;br /&gt;
* &#039;&#039;&#039;Blueprints available in:&#039;&#039;&#039; 3-FKCZ (MAX CTA from Harpies)&lt;br /&gt;
* &#039;&#039;&#039;Material Source:&#039;&#039;&#039; Raw moon materials are stocked at &#039;&#039;&#039;Badivefi – The Onnamonolith&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== D2 Responsibilities ===&lt;br /&gt;
* Composite Reactions&lt;br /&gt;
* Hybrid Reactions&lt;br /&gt;
* Biochemical Reactions&lt;br /&gt;
* Moon Material Processing&lt;br /&gt;
* Intermediate Production&lt;br /&gt;
&lt;br /&gt;
=== Moon Material Categories ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Rarity !! Materials&lt;br /&gt;
|-&lt;br /&gt;
! R8&lt;br /&gt;
| Silicates, Atmospheric Gases, Hydrocarbons, Evaporite Deposits&lt;br /&gt;
|-&lt;br /&gt;
! R8&lt;br /&gt;
| Cobalt, Scandium, Tungsten, Titanium&lt;br /&gt;
|-&lt;br /&gt;
! R16&lt;br /&gt;
| Chromium, Cadmium, Platinum, Vanadium&lt;br /&gt;
|-&lt;br /&gt;
! R32&lt;br /&gt;
| Technetium, Mercury, Caesium, Hafnium&lt;br /&gt;
|-&lt;br /&gt;
! R64&lt;br /&gt;
| Promethium, Neodymium, Dysprosium, Thulium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== D2 Structure Assignments ===&lt;br /&gt;
* &#039;&#039;&#039;3-FKCZ (No Moons)&#039;&#039;&#039;&lt;br /&gt;
** Biochemical Reactions, Composite Reactions, Hybrid Reactions, Reprocessing&lt;br /&gt;
* &#039;&#039;&#039;VT-G2P - Advanced Small &amp;amp; Medium Ships&#039;&#039;&#039;&lt;br /&gt;
** Advanced Small Ship Production&lt;br /&gt;
** Advanced Medium Ship Production&lt;br /&gt;
** Advanced Large Ships &amp;amp; Ammo&lt;br /&gt;
** Advanced Components&lt;br /&gt;
** Capital Components&lt;br /&gt;
* &#039;&#039;&#039;60M-TG - The Corn Fields&#039;&#039;&#039;&lt;br /&gt;
** Biochemical Reactions, Composite Reactions, Hybrid Reactions, Reprocessing&lt;br /&gt;
&lt;br /&gt;
== D3 Manufacturing: Strategic Production ==&lt;br /&gt;
D3 is the highest manufacturing division. D3 transforms D0, D1, and D2 outputs into finished strategic assets.&lt;br /&gt;
&lt;br /&gt;
=== Primary Outputs ===&lt;br /&gt;
* T2 Equipment&lt;br /&gt;
* T2 Ships&lt;br /&gt;
* Capital Ships&lt;br /&gt;
* Freighters&lt;br /&gt;
* Orcas&lt;br /&gt;
* Structures&lt;br /&gt;
* Strategic Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Responsibilities ===&lt;br /&gt;
* Final Assembly&lt;br /&gt;
* Corporate Ship Programs&lt;br /&gt;
* Strategic Reserve Production&lt;br /&gt;
* Market Operations&lt;br /&gt;
* Internal Contract Sales&lt;br /&gt;
&lt;br /&gt;
=== Sales Channels ===&lt;br /&gt;
Products may be sold through:&lt;br /&gt;
* Corporate Sales&lt;br /&gt;
* Alliance Contracts&lt;br /&gt;
* Internal Programs&lt;br /&gt;
* Public Markets&lt;br /&gt;
&lt;br /&gt;
=== D3 Focus Areas ===&lt;br /&gt;
According to the industrial pipeline:&lt;br /&gt;
* T2 Equipment&lt;br /&gt;
* T2 Subcapital Hulls&lt;br /&gt;
* Capital Hulls&lt;br /&gt;
* Large Subcapital Hulls&lt;br /&gt;
* Freighters&lt;br /&gt;
* Structures&lt;br /&gt;
&lt;br /&gt;
== Research &amp;amp; Development (R&amp;amp;D) ==&lt;br /&gt;
R&amp;amp;D supports every manufacturing division.&lt;br /&gt;
&lt;br /&gt;
=== Responsibilities ===&lt;br /&gt;
* Blueprint Copying&lt;br /&gt;
* Material Efficiency (ME) Research&lt;br /&gt;
* Time Efficiency (TE) Research&lt;br /&gt;
* Invention&lt;br /&gt;
* Production Planning&lt;br /&gt;
* Supply Chain Analysis&lt;br /&gt;
&lt;br /&gt;
=== Research Structures ===&lt;br /&gt;
* &#039;&#039;&#039;3-FKCZ - MAX CTA from Harpies&#039;&#039;&#039;&lt;br /&gt;
** Copying, ME Research, TE Research, Invention&lt;br /&gt;
&lt;br /&gt;
=== R&amp;amp;D Goals ===&lt;br /&gt;
* Maintain blueprint availability&lt;br /&gt;
* Improve manufacturing efficiency&lt;br /&gt;
* Support D0-D3 project pipelines&lt;br /&gt;
* Reduce corporation production costs&lt;br /&gt;
&lt;br /&gt;
== Industrial Facilities Directory ==&lt;br /&gt;
* &#039;&#039;&#039;3-FKCZ (No Moons)&#039;&#039;&#039;&lt;br /&gt;
** Reactions, Reprocessing&lt;br /&gt;
* &#039;&#039;&#039;3-FKCZ - MAX CTA from Harpies (Primary Industrial Hub)&#039;&#039;&#039;&lt;br /&gt;
** Ship Production, Components, Capital Components, Research, Invention, Copying&lt;br /&gt;
* &#039;&#039;&#039;Godspeed&#039;s Drone Lair&#039;&#039;&#039;&lt;br /&gt;
** Modules, Ammo, Drones&lt;br /&gt;
* &#039;&#039;&#039;VT-G2P - The Red Dress&#039;&#039;&#039;&lt;br /&gt;
** Reactions, Reprocessing&lt;br /&gt;
* &#039;&#039;&#039;Here Be Bhaalgorns&#039;&#039;&#039;&lt;br /&gt;
** Basic Ship Production&lt;br /&gt;
** Advanced Small, Medium, &amp;amp; Large Ship Production&lt;br /&gt;
** Advanced Ammunition &amp;amp; Ammo&lt;br /&gt;
** Equipment &amp;amp; Drones (Modules, Drones)&lt;br /&gt;
** Components (Advanced Components, Capital Components)&lt;br /&gt;
* &#039;&#039;&#039;9ES-SI - Liquid Ice (StoneDogs)&#039;&#039;&#039;&lt;br /&gt;
** Fuel Blocks, Ice Reprocessing&lt;br /&gt;
* &#039;&#039;&#039;60M-TG - Build-A-Bun Workshop&#039;&#039;&#039;&lt;br /&gt;
** Advanced Components, Capital Components, Capital Ship Production&lt;br /&gt;
* &#039;&#039;&#039;The Corn Fields&#039;&#039;&#039;&lt;br /&gt;
** Reactions, Reprocessing&lt;br /&gt;
&lt;br /&gt;
== Corporation Industrial Policies ==&lt;br /&gt;
=== Operational Security ===&lt;br /&gt;
All industrial operations are considered internal information. &#039;&#039;&#039;Do not share:&#039;&#039;&#039;&lt;br /&gt;
* Moon schedules&lt;br /&gt;
* Structure locations&lt;br /&gt;
* Production plans&lt;br /&gt;
* Financial data&lt;br /&gt;
* Blueprint inventories&lt;br /&gt;
* Stockpiles&lt;br /&gt;
* Manufacturing workflows&lt;br /&gt;
* Internal Discord content&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;When in doubt:&#039;&#039;&#039; Assume it is internal.&lt;br /&gt;
&lt;br /&gt;
=== Communication &amp;amp; Support ===&lt;br /&gt;
==== Discord ====&lt;br /&gt;
Primary communication platform. Stay active and enable notifications.&lt;br /&gt;
* &#039;&#039;&#039;Important Channels:&#039;&#039;&#039; &amp;lt;code&amp;gt;#corp-pings&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;#d0-manufacturing&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;#industry&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;#ops-pings&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;#guides-and-information&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== In-Game Channels ====&lt;br /&gt;
* &#039;&#039;&#039;F4L5E G0DS:&#039;&#039;&#039; Corporation public presence.&lt;br /&gt;
* &#039;&#039;&#039;The Wompire:&#039;&#039;&#039; Alliance communication channel.&lt;br /&gt;
&lt;br /&gt;
== Final Notes ==&lt;br /&gt;
The False Gods manufacturing program is designed around one principle: &#039;&#039;&#039;Mine it. Process it. Build it. Sell it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every division contributes to a larger industrial ecosystem that transforms raw materials into ships, structures, and strategic power for the corporation and alliance. Whether you&#039;re building your first module in D0 or assembling capitals in D3, your work directly supports the growth and success of False Gods.&lt;/div&gt;</summary>
		<author><name>Sevey</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=Divisional_Manufacturing&amp;diff=120953</id>
		<title>Divisional Manufacturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=Divisional_Manufacturing&amp;diff=120953"/>
		<updated>2026-06-20T03:24:28Z</updated>

		<summary type="html">&lt;p&gt;Sevey: /* Final Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
= False Gods Industrial Division Guide =&lt;br /&gt;
&lt;br /&gt;
== Divisional Manufacturing Program (D0 → D3 + R&amp;amp;D) ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
False Gods operates a vertically integrated industrial ecosystem designed to turn member activity into alliance strength and profit. From mining and refining to reactions, components, ships, and structures, every division contributes to a larger production chain.&lt;br /&gt;
&lt;br /&gt;
The manufacturing program is divided into four tiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ Manufacturing Tiers&lt;br /&gt;
! Division !! Focus !! Skill Level&lt;br /&gt;
|-&lt;br /&gt;
! D0&lt;br /&gt;
| Entry-Level Manufacturing&lt;br /&gt;
| Beginner&lt;br /&gt;
|-&lt;br /&gt;
! D1&lt;br /&gt;
| Advanced Manufacturing &amp;amp; Capital Components&lt;br /&gt;
| Intermediate&lt;br /&gt;
|-&lt;br /&gt;
! D2&lt;br /&gt;
| Reactions &amp;amp; T2 Supply Chain&lt;br /&gt;
| Advanced&lt;br /&gt;
|-&lt;br /&gt;
! D3&lt;br /&gt;
| T2 Production, Capitals &amp;amp; Structures&lt;br /&gt;
| Expert&lt;br /&gt;
|-&lt;br /&gt;
! R&amp;amp;D&lt;br /&gt;
| Blueprint Research &amp;amp; Industrial Infrastructure&lt;br /&gt;
| Specialist&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industrial Production Chain ===&lt;br /&gt;
The False Gods industrial network follows a structured manufacturing pipeline where every division supports the next.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
Mining / Ice / Gas / PI&amp;lt;br /&amp;gt;&lt;br /&gt;
↓&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;D0&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
(T1 Equipment &amp;amp; Components)&amp;lt;br /&amp;gt;&lt;br /&gt;
↓&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;D1&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Capital Components &amp;amp; Advanced Production)&amp;lt;br /&amp;gt;&lt;br /&gt;
↓&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;D2&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Reactions &amp;amp; T2 Materials)&amp;lt;br /&amp;gt;&lt;br /&gt;
↓&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;D3&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
(T2 Production, Capitals, Structures &amp;amp; Finished Goods)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Joining the Manufacturing Program ===&lt;br /&gt;
==== Requirements ====&lt;br /&gt;
* Train the relevant corporation skill plan.&lt;br /&gt;
* Register interest via Discord. - Create a ticket in #rolerequest&lt;br /&gt;
* Receive approval from a Director.&lt;br /&gt;
&lt;br /&gt;
==== Useful Links ====&lt;br /&gt;
* &#039;&#039;&#039;Corp Authentication:&#039;&#039;&#039; [https://auth.eve-emu.com/ https://auth.eve-emu.com/]&lt;br /&gt;
* &#039;&#039;&#039;Alliance Authentication:&#039;&#039;&#039; [https://auth.wompa.space/ https://auth.wompa.space/]&lt;br /&gt;
* &#039;&#039;&#039;Division Squads:&#039;&#039;&#039; [https://auth.eve-emu.com/groups/ https://auth.eve-emu.com/groups/]&lt;br /&gt;
&lt;br /&gt;
== D0 Manufacturing: Entry-Level Production ==&lt;br /&gt;
D0 is the starting point for all industrialists. The goal is simple: &#039;&#039;&#039;add value to materials you mine.&#039;&#039;&#039; D0 builds the foundational products consumed throughout the corporation&#039;s manufacturing chain.&lt;br /&gt;
&lt;br /&gt;
=== Typical Products ===&lt;br /&gt;
* Modules&lt;br /&gt;
* Ammo&lt;br /&gt;
* Charges&lt;br /&gt;
* Drones&lt;br /&gt;
* Basic Ship Components&lt;br /&gt;
* Fuel Blocks&lt;br /&gt;
* Structure Components&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Minimal requirements. Most projects only require:&lt;br /&gt;
* Industry I&lt;br /&gt;
* Basic Industry Skills&lt;br /&gt;
&lt;br /&gt;
=== Finding Projects ===&lt;br /&gt;
# Corporation Window → Projects&lt;br /&gt;
# Search: &amp;lt;code&amp;gt;D0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blueprint Locations ====&lt;br /&gt;
Corporation Hangars (containers are organized by category):&lt;br /&gt;
* Modules&lt;br /&gt;
* Ammo&lt;br /&gt;
* Charges&lt;br /&gt;
* Drones&lt;br /&gt;
* Mining Crystals&lt;br /&gt;
&lt;br /&gt;
=== D0 Structure Assignments ===&lt;br /&gt;
* &#039;&#039;&#039;3-FKCZ - Godspeed&#039;s Drone Lair&#039;&#039;&#039;&lt;br /&gt;
** Modules&lt;br /&gt;
** Ammo&lt;br /&gt;
** Charges&lt;br /&gt;
** Drones&lt;br /&gt;
* &#039;&#039;&#039;VT-G2P - Equipment &amp;amp; Drones&#039;&#039;&#039;&lt;br /&gt;
** Modules&lt;br /&gt;
** Ammo&lt;br /&gt;
** Drones&lt;br /&gt;
&lt;br /&gt;
=== Profit Tips ===&lt;br /&gt;
* Use mined materials whenever possible.&lt;br /&gt;
* Use Corp Buyback and Sellback systems.&lt;br /&gt;
* Always compare material cost versus project payout.&lt;br /&gt;
&lt;br /&gt;
== D1 Manufacturing: Advanced Manufacturing Team ==&lt;br /&gt;
D1 bridges basic industry and heavy industry. This division produces advanced components that directly support larger strategic projects.&lt;br /&gt;
&lt;br /&gt;
=== What D1 Builds ===&lt;br /&gt;
* Capital Components&lt;br /&gt;
* Advanced Components&lt;br /&gt;
* Ship Construction Materials&lt;br /&gt;
* Freighter Production Inputs&lt;br /&gt;
&lt;br /&gt;
=== Joining D1 ===&lt;br /&gt;
# Complete D0 training.&lt;br /&gt;
# Train the D1 skill plan.&lt;br /&gt;
# Request D1 access through Discord.&lt;br /&gt;
# Obtain Director approval.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Estimated training time:&#039;&#039;&#039; 40-50 Days&lt;br /&gt;
&lt;br /&gt;
=== Current D1 Workflow ===&lt;br /&gt;
* &#039;&#039;&#039;BPCs located in:&#039;&#039;&#039; 3-FKCZ (MAX CTA from Harpies)&lt;br /&gt;
* If blueprint stock runs low, open a Blueprint Request.&lt;br /&gt;
&lt;br /&gt;
==== Material Sources ====&lt;br /&gt;
The corporation maintains moon materials stockpiles at &#039;&#039;&#039;Badivefi – The Onnamonolith&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Important Rules ===&lt;br /&gt;
If you intend to complete a D1 project:&lt;br /&gt;
* Notify the D1 team first.&lt;br /&gt;
* Coordinate production.&lt;br /&gt;
* Avoid duplicate builds.&lt;br /&gt;
&lt;br /&gt;
=== D1 Profitability ===&lt;br /&gt;
* &#039;&#039;&#039;Corporation purchasing basis:&#039;&#039;&#039; Jita Split Pricing&lt;br /&gt;
* &#039;&#039;&#039;Estimated margin:&#039;&#039;&#039; ~15% when sourcing efficiently.&lt;br /&gt;
&lt;br /&gt;
=== D1 Structure Assignments ===&lt;br /&gt;
* &#039;&#039;&#039;3-FKCZ - MAX CTA from Harpies&#039;&#039;&#039;&lt;br /&gt;
** Basic Small/Medium/Large Ships&lt;br /&gt;
** Advanced Components &amp;amp; Ships&lt;br /&gt;
** Capital Components &amp;amp; Ships&lt;br /&gt;
** Advanced Capital/Supercapital Components&lt;br /&gt;
** Fuel Blocks, Invention, Copying, Research&lt;br /&gt;
* &#039;&#039;&#039;60M-TG - Build-A-Bun Workshop&#039;&#039;&#039;&lt;br /&gt;
** Advanced Components&lt;br /&gt;
** Capital Components&lt;br /&gt;
** Capital Ships&lt;br /&gt;
&lt;br /&gt;
== D2 Manufacturing: Reactions &amp;amp; Advanced Materials ==&lt;br /&gt;
D2 forms the backbone of the T2 production chain. This division converts moon materials into valuable reaction outputs.&lt;br /&gt;
&lt;br /&gt;
=== Joining D2 ===&lt;br /&gt;
# Train the D2 skill plan.&lt;br /&gt;
# Join the D2 squad: [https://seat.false-gods.space/squads/ https://seat.false-gods.space/squads/]&lt;br /&gt;
# Receive Director approval.&lt;br /&gt;
&lt;br /&gt;
=== Current D2 Projects &amp;amp; Materials ===&lt;br /&gt;
* &#039;&#039;&#039;Blueprints available in:&#039;&#039;&#039; 3-FKCZ (MAX CTA from Harpies)&lt;br /&gt;
* &#039;&#039;&#039;Material Source:&#039;&#039;&#039; Raw moon materials are stocked at &#039;&#039;&#039;Badivefi – The Onnamonolith&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== D2 Responsibilities ===&lt;br /&gt;
* Composite Reactions&lt;br /&gt;
* Hybrid Reactions&lt;br /&gt;
* Biochemical Reactions&lt;br /&gt;
* Moon Material Processing&lt;br /&gt;
* Intermediate Production&lt;br /&gt;
&lt;br /&gt;
=== Moon Material Categories ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Rarity !! Materials&lt;br /&gt;
|-&lt;br /&gt;
! R8&lt;br /&gt;
| Silicates, Atmospheric Gases, Hydrocarbons, Evaporite Deposits&lt;br /&gt;
|-&lt;br /&gt;
! R8&lt;br /&gt;
| Cobalt, Scandium, Tungsten, Titanium&lt;br /&gt;
|-&lt;br /&gt;
! R16&lt;br /&gt;
| Chromium, Cadmium, Platinum, Vanadium&lt;br /&gt;
|-&lt;br /&gt;
! R32&lt;br /&gt;
| Technetium, Mercury, Caesium, Hafnium&lt;br /&gt;
|-&lt;br /&gt;
! R64&lt;br /&gt;
| Promethium, Neodymium, Dysprosium, Thulium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== D2 Structure Assignments ===&lt;br /&gt;
* &#039;&#039;&#039;3-FKCZ (No Moons)&#039;&#039;&#039;&lt;br /&gt;
** Biochemical Reactions, Composite Reactions, Hybrid Reactions, Reprocessing&lt;br /&gt;
* &#039;&#039;&#039;VT-G2P - Advanced Small &amp;amp; Medium Ships&#039;&#039;&#039;&lt;br /&gt;
** Advanced Small Ship Production&lt;br /&gt;
** Advanced Medium Ship Production&lt;br /&gt;
** Advanced Large Ships &amp;amp; Ammo&lt;br /&gt;
** Advanced Components&lt;br /&gt;
** Capital Components&lt;br /&gt;
* &#039;&#039;&#039;60M-TG - The Corn Fields&#039;&#039;&#039;&lt;br /&gt;
** Biochemical Reactions, Composite Reactions, Hybrid Reactions, Reprocessing&lt;br /&gt;
&lt;br /&gt;
== D3 Manufacturing: Strategic Production ==&lt;br /&gt;
D3 is the highest manufacturing division. D3 transforms D0, D1, and D2 outputs into finished strategic assets.&lt;br /&gt;
&lt;br /&gt;
=== Primary Outputs ===&lt;br /&gt;
* T2 Equipment&lt;br /&gt;
* T2 Ships&lt;br /&gt;
* Capital Ships&lt;br /&gt;
* Freighters&lt;br /&gt;
* Orcas&lt;br /&gt;
* Structures&lt;br /&gt;
* Strategic Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Responsibilities ===&lt;br /&gt;
* Final Assembly&lt;br /&gt;
* Corporate Ship Programs&lt;br /&gt;
* Strategic Reserve Production&lt;br /&gt;
* Market Operations&lt;br /&gt;
* Internal Contract Sales&lt;br /&gt;
&lt;br /&gt;
=== Sales Channels ===&lt;br /&gt;
Products may be sold through:&lt;br /&gt;
* Corporate Sales&lt;br /&gt;
* Alliance Contracts&lt;br /&gt;
* Internal Programs&lt;br /&gt;
* Public Markets&lt;br /&gt;
&lt;br /&gt;
=== D3 Focus Areas ===&lt;br /&gt;
According to the industrial pipeline:&lt;br /&gt;
* T2 Equipment&lt;br /&gt;
* T2 Subcapital Hulls&lt;br /&gt;
* Capital Hulls&lt;br /&gt;
* Large Subcapital Hulls&lt;br /&gt;
* Freighters&lt;br /&gt;
* Structures&lt;br /&gt;
&lt;br /&gt;
== Research &amp;amp; Development (R&amp;amp;D) ==&lt;br /&gt;
R&amp;amp;D supports every manufacturing division.&lt;br /&gt;
&lt;br /&gt;
=== Responsibilities ===&lt;br /&gt;
* Blueprint Copying&lt;br /&gt;
* Material Efficiency (ME) Research&lt;br /&gt;
* Time Efficiency (TE) Research&lt;br /&gt;
* Invention&lt;br /&gt;
* Production Planning&lt;br /&gt;
* Supply Chain Analysis&lt;br /&gt;
&lt;br /&gt;
=== Research Structures ===&lt;br /&gt;
* &#039;&#039;&#039;3-FKCZ - MAX CTA from Harpies&#039;&#039;&#039;&lt;br /&gt;
** Copying, ME Research, TE Research, Invention&lt;br /&gt;
&lt;br /&gt;
=== R&amp;amp;D Goals ===&lt;br /&gt;
* Maintain blueprint availability&lt;br /&gt;
* Improve manufacturing efficiency&lt;br /&gt;
* Support D0-D3 project pipelines&lt;br /&gt;
* Reduce corporation production costs&lt;br /&gt;
&lt;br /&gt;
== Industrial Facilities Directory ==&lt;br /&gt;
* &#039;&#039;&#039;3-FKCZ (No Moons)&#039;&#039;&#039;&lt;br /&gt;
** Reactions, Reprocessing&lt;br /&gt;
* &#039;&#039;&#039;3-FKCZ - MAX CTA from Harpies (Primary Industrial Hub)&#039;&#039;&#039;&lt;br /&gt;
** Ship Production, Components, Capital Components, Research, Invention, Copying&lt;br /&gt;
* &#039;&#039;&#039;Godspeed&#039;s Drone Lair&#039;&#039;&#039;&lt;br /&gt;
** Modules, Ammo, Drones&lt;br /&gt;
* &#039;&#039;&#039;VT-G2P - The Red Dress&#039;&#039;&#039;&lt;br /&gt;
** Reactions, Reprocessing&lt;br /&gt;
* &#039;&#039;&#039;Here Be Bhaalgorns&#039;&#039;&#039;&lt;br /&gt;
** Basic Ship Production&lt;br /&gt;
** Advanced Small, Medium, &amp;amp; Large Ship Production&lt;br /&gt;
** Advanced Ammunition &amp;amp; Ammo&lt;br /&gt;
** Equipment &amp;amp; Drones (Modules, Drones)&lt;br /&gt;
** Components (Advanced Components, Capital Components)&lt;br /&gt;
* &#039;&#039;&#039;9ES-SI - Liquid Ice (StoneDogs)&#039;&#039;&#039;&lt;br /&gt;
** Fuel Blocks, Ice Reprocessing&lt;br /&gt;
* &#039;&#039;&#039;60M-TG - Build-A-Bun Workshop&#039;&#039;&#039;&lt;br /&gt;
** Advanced Components, Capital Components, Capital Ship Production&lt;br /&gt;
* &#039;&#039;&#039;The Corn Fields&#039;&#039;&#039;&lt;br /&gt;
** Reactions, Reprocessing&lt;br /&gt;
&lt;br /&gt;
== Corporation Industrial Policies ==&lt;br /&gt;
=== Operational Security ===&lt;br /&gt;
All industrial operations are considered internal information. &#039;&#039;&#039;Do not share:&#039;&#039;&#039;&lt;br /&gt;
* Moon schedules&lt;br /&gt;
* Structure locations&lt;br /&gt;
* Production plans&lt;br /&gt;
* Financial data&lt;br /&gt;
* Blueprint inventories&lt;br /&gt;
* Stockpiles&lt;br /&gt;
* Manufacturing workflows&lt;br /&gt;
* Internal Discord content&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;When in doubt:&#039;&#039;&#039; Assume it is internal.&lt;br /&gt;
&lt;br /&gt;
=== Communication &amp;amp; Support ===&lt;br /&gt;
==== Discord ====&lt;br /&gt;
Primary communication platform. Stay active and enable notifications.&lt;br /&gt;
* &#039;&#039;&#039;Important Channels:&#039;&#039;&#039; &amp;lt;code&amp;gt;#corp-pings&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;#d0-manufacturing&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;#industry&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;#ops-pings&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;#guides-and-information&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== In-Game Channels ====&lt;br /&gt;
* &#039;&#039;&#039;F4L5E G0DS:&#039;&#039;&#039; Corporation public presence.&lt;br /&gt;
* &#039;&#039;&#039;The Wompire:&#039;&#039;&#039; Alliance communication channel.&lt;br /&gt;
&lt;br /&gt;
== Final Notes ==&lt;br /&gt;
The False Gods manufacturing program is designed around one principle: &#039;&#039;&#039;Mine it. Process it. Build it. Sell it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every division contributes to a larger industrial ecosystem that transforms raw materials into ships, structures, and strategic power for the corporation and alliance. Whether you&#039;re building your first module in D0 or assembling capitals in D3, your work directly supports the growth and success of False Gods.&lt;/div&gt;</summary>
		<author><name>Sevey</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=Divisional_Manufacturing&amp;diff=120952</id>
		<title>Divisional Manufacturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=Divisional_Manufacturing&amp;diff=120952"/>
		<updated>2026-06-20T03:22:52Z</updated>

		<summary type="html">&lt;p&gt;Sevey: /* Useful Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
= False Gods Industrial Division Guide =&lt;br /&gt;
&lt;br /&gt;
== Divisional Manufacturing Program (D0 → D3 + R&amp;amp;D) ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
False Gods operates a vertically integrated industrial ecosystem designed to turn member activity into alliance strength and profit. From mining and refining to reactions, components, ships, and structures, every division contributes to a larger production chain.&lt;br /&gt;
&lt;br /&gt;
The manufacturing program is divided into four tiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ Manufacturing Tiers&lt;br /&gt;
! Division !! Focus !! Skill Level&lt;br /&gt;
|-&lt;br /&gt;
! D0&lt;br /&gt;
| Entry-Level Manufacturing&lt;br /&gt;
| Beginner&lt;br /&gt;
|-&lt;br /&gt;
! D1&lt;br /&gt;
| Advanced Manufacturing &amp;amp; Capital Components&lt;br /&gt;
| Intermediate&lt;br /&gt;
|-&lt;br /&gt;
! D2&lt;br /&gt;
| Reactions &amp;amp; T2 Supply Chain&lt;br /&gt;
| Advanced&lt;br /&gt;
|-&lt;br /&gt;
! D3&lt;br /&gt;
| T2 Production, Capitals &amp;amp; Structures&lt;br /&gt;
| Expert&lt;br /&gt;
|-&lt;br /&gt;
! R&amp;amp;D&lt;br /&gt;
| Blueprint Research &amp;amp; Industrial Infrastructure&lt;br /&gt;
| Specialist&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industrial Production Chain ===&lt;br /&gt;
The False Gods industrial network follows a structured manufacturing pipeline where every division supports the next.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
Mining / Ice / Gas / PI&amp;lt;br /&amp;gt;&lt;br /&gt;
↓&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;D0&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
(T1 Equipment &amp;amp; Components)&amp;lt;br /&amp;gt;&lt;br /&gt;
↓&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;D1&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Capital Components &amp;amp; Advanced Production)&amp;lt;br /&amp;gt;&lt;br /&gt;
↓&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;D2&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Reactions &amp;amp; T2 Materials)&amp;lt;br /&amp;gt;&lt;br /&gt;
↓&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;D3&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
(T2 Production, Capitals, Structures &amp;amp; Finished Goods)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Joining the Manufacturing Program ===&lt;br /&gt;
==== Requirements ====&lt;br /&gt;
* Train the relevant corporation skill plan.&lt;br /&gt;
* Register interest via Discord. - Create a ticket in #rolerequest&lt;br /&gt;
* Receive approval from a Director.&lt;br /&gt;
&lt;br /&gt;
==== Useful Links ====&lt;br /&gt;
* &#039;&#039;&#039;Corp Authentication:&#039;&#039;&#039; [https://auth.eve-emu.com/ https://auth.eve-emu.com/]&lt;br /&gt;
* &#039;&#039;&#039;Alliance Authentication:&#039;&#039;&#039; [https://auth.wompa.space/ https://auth.wompa.space/]&lt;br /&gt;
* &#039;&#039;&#039;Division Squads:&#039;&#039;&#039; [https://auth.eve-emu.com/groups/ https://auth.eve-emu.com/groups/]&lt;br /&gt;
&lt;br /&gt;
== D0 Manufacturing: Entry-Level Production ==&lt;br /&gt;
D0 is the starting point for all industrialists. The goal is simple: &#039;&#039;&#039;add value to materials you mine.&#039;&#039;&#039; D0 builds the foundational products consumed throughout the corporation&#039;s manufacturing chain.&lt;br /&gt;
&lt;br /&gt;
=== Typical Products ===&lt;br /&gt;
* Modules&lt;br /&gt;
* Ammo&lt;br /&gt;
* Charges&lt;br /&gt;
* Drones&lt;br /&gt;
* Basic Ship Components&lt;br /&gt;
* Fuel Blocks&lt;br /&gt;
* Structure Components&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Minimal requirements. Most projects only require:&lt;br /&gt;
* Industry I&lt;br /&gt;
* Basic Industry Skills&lt;br /&gt;
&lt;br /&gt;
=== Finding Projects ===&lt;br /&gt;
# Corporation Window → Projects&lt;br /&gt;
# Search: &amp;lt;code&amp;gt;D0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blueprint Locations ====&lt;br /&gt;
Corporation Hangars (containers are organized by category):&lt;br /&gt;
* Modules&lt;br /&gt;
* Ammo&lt;br /&gt;
* Charges&lt;br /&gt;
* Drones&lt;br /&gt;
* Mining Crystals&lt;br /&gt;
&lt;br /&gt;
=== D0 Structure Assignments ===&lt;br /&gt;
* &#039;&#039;&#039;3-FKCZ - Godspeed&#039;s Drone Lair&#039;&#039;&#039;&lt;br /&gt;
** Modules&lt;br /&gt;
** Ammo&lt;br /&gt;
** Charges&lt;br /&gt;
** Drones&lt;br /&gt;
* &#039;&#039;&#039;VT-G2P - Equipment &amp;amp; Drones&#039;&#039;&#039;&lt;br /&gt;
** Modules&lt;br /&gt;
** Ammo&lt;br /&gt;
** Drones&lt;br /&gt;
&lt;br /&gt;
=== Profit Tips ===&lt;br /&gt;
* Use mined materials whenever possible.&lt;br /&gt;
* Use Corp Buyback and Sellback systems.&lt;br /&gt;
* Always compare material cost versus project payout.&lt;br /&gt;
&lt;br /&gt;
== D1 Manufacturing: Advanced Manufacturing Team ==&lt;br /&gt;
D1 bridges basic industry and heavy industry. This division produces advanced components that directly support larger strategic projects.&lt;br /&gt;
&lt;br /&gt;
=== What D1 Builds ===&lt;br /&gt;
* Capital Components&lt;br /&gt;
* Advanced Components&lt;br /&gt;
* Ship Construction Materials&lt;br /&gt;
* Freighter Production Inputs&lt;br /&gt;
&lt;br /&gt;
=== Joining D1 ===&lt;br /&gt;
# Complete D0 training.&lt;br /&gt;
# Train the D1 skill plan.&lt;br /&gt;
# Request D1 access through Discord.&lt;br /&gt;
# Obtain Director approval.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Estimated training time:&#039;&#039;&#039; 40-50 Days&lt;br /&gt;
&lt;br /&gt;
=== Current D1 Workflow ===&lt;br /&gt;
* &#039;&#039;&#039;BPCs located in:&#039;&#039;&#039; 3-FKCZ (MAX CTA from Harpies)&lt;br /&gt;
* If blueprint stock runs low, open a Blueprint Request.&lt;br /&gt;
&lt;br /&gt;
==== Material Sources ====&lt;br /&gt;
The corporation maintains moon materials stockpiles at &#039;&#039;&#039;Badivefi – The Onnamonolith&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Important Rules ===&lt;br /&gt;
If you intend to complete a D1 project:&lt;br /&gt;
* Notify the D1 team first.&lt;br /&gt;
* Coordinate production.&lt;br /&gt;
* Avoid duplicate builds.&lt;br /&gt;
&lt;br /&gt;
=== D1 Profitability ===&lt;br /&gt;
* &#039;&#039;&#039;Corporation purchasing basis:&#039;&#039;&#039; Jita Split Pricing&lt;br /&gt;
* &#039;&#039;&#039;Estimated margin:&#039;&#039;&#039; ~15% when sourcing efficiently.&lt;br /&gt;
&lt;br /&gt;
=== D1 Structure Assignments ===&lt;br /&gt;
* &#039;&#039;&#039;3-FKCZ - MAX CTA from Harpies&#039;&#039;&#039;&lt;br /&gt;
** Basic Small/Medium/Large Ships&lt;br /&gt;
** Advanced Components &amp;amp; Ships&lt;br /&gt;
** Capital Components &amp;amp; Ships&lt;br /&gt;
** Advanced Capital/Supercapital Components&lt;br /&gt;
** Fuel Blocks, Invention, Copying, Research&lt;br /&gt;
* &#039;&#039;&#039;60M-TG - Build-A-Bun Workshop&#039;&#039;&#039;&lt;br /&gt;
** Advanced Components&lt;br /&gt;
** Capital Components&lt;br /&gt;
** Capital Ships&lt;br /&gt;
&lt;br /&gt;
== D2 Manufacturing: Reactions &amp;amp; Advanced Materials ==&lt;br /&gt;
D2 forms the backbone of the T2 production chain. This division converts moon materials into valuable reaction outputs.&lt;br /&gt;
&lt;br /&gt;
=== Joining D2 ===&lt;br /&gt;
# Train the D2 skill plan.&lt;br /&gt;
# Join the D2 squad: [https://seat.false-gods.space/squads/ https://seat.false-gods.space/squads/]&lt;br /&gt;
# Receive Director approval.&lt;br /&gt;
&lt;br /&gt;
=== Current D2 Projects &amp;amp; Materials ===&lt;br /&gt;
* &#039;&#039;&#039;Blueprints available in:&#039;&#039;&#039; 3-FKCZ (MAX CTA from Harpies)&lt;br /&gt;
* &#039;&#039;&#039;Material Source:&#039;&#039;&#039; Raw moon materials are stocked at &#039;&#039;&#039;Badivefi – The Onnamonolith&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== D2 Responsibilities ===&lt;br /&gt;
* Composite Reactions&lt;br /&gt;
* Hybrid Reactions&lt;br /&gt;
* Biochemical Reactions&lt;br /&gt;
* Moon Material Processing&lt;br /&gt;
* Intermediate Production&lt;br /&gt;
&lt;br /&gt;
=== Moon Material Categories ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Rarity !! Materials&lt;br /&gt;
|-&lt;br /&gt;
! R8&lt;br /&gt;
| Silicates, Atmospheric Gases, Hydrocarbons, Evaporite Deposits&lt;br /&gt;
|-&lt;br /&gt;
! R8&lt;br /&gt;
| Cobalt, Scandium, Tungsten, Titanium&lt;br /&gt;
|-&lt;br /&gt;
! R16&lt;br /&gt;
| Chromium, Cadmium, Platinum, Vanadium&lt;br /&gt;
|-&lt;br /&gt;
! R32&lt;br /&gt;
| Technetium, Mercury, Caesium, Hafnium&lt;br /&gt;
|-&lt;br /&gt;
! R64&lt;br /&gt;
| Promethium, Neodymium, Dysprosium, Thulium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== D2 Structure Assignments ===&lt;br /&gt;
* &#039;&#039;&#039;3-FKCZ (No Moons)&#039;&#039;&#039;&lt;br /&gt;
** Biochemical Reactions, Composite Reactions, Hybrid Reactions, Reprocessing&lt;br /&gt;
* &#039;&#039;&#039;VT-G2P - Advanced Small &amp;amp; Medium Ships&#039;&#039;&#039;&lt;br /&gt;
** Advanced Small Ship Production&lt;br /&gt;
** Advanced Medium Ship Production&lt;br /&gt;
** Advanced Large Ships &amp;amp; Ammo&lt;br /&gt;
** Advanced Components&lt;br /&gt;
** Capital Components&lt;br /&gt;
* &#039;&#039;&#039;60M-TG - The Corn Fields&#039;&#039;&#039;&lt;br /&gt;
** Biochemical Reactions, Composite Reactions, Hybrid Reactions, Reprocessing&lt;br /&gt;
&lt;br /&gt;
== D3 Manufacturing: Strategic Production ==&lt;br /&gt;
D3 is the highest manufacturing division. D3 transforms D0, D1, and D2 outputs into finished strategic assets.&lt;br /&gt;
&lt;br /&gt;
=== Primary Outputs ===&lt;br /&gt;
* T2 Equipment&lt;br /&gt;
* T2 Ships&lt;br /&gt;
* Capital Ships&lt;br /&gt;
* Freighters&lt;br /&gt;
* Orcas&lt;br /&gt;
* Structures&lt;br /&gt;
* Strategic Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Responsibilities ===&lt;br /&gt;
* Final Assembly&lt;br /&gt;
* Corporate Ship Programs&lt;br /&gt;
* Strategic Reserve Production&lt;br /&gt;
* Market Operations&lt;br /&gt;
* Internal Contract Sales&lt;br /&gt;
&lt;br /&gt;
=== Sales Channels ===&lt;br /&gt;
Products may be sold through:&lt;br /&gt;
* Corporate Sales&lt;br /&gt;
* Alliance Contracts&lt;br /&gt;
* Internal Programs&lt;br /&gt;
* Public Markets&lt;br /&gt;
&lt;br /&gt;
=== D3 Focus Areas ===&lt;br /&gt;
According to the industrial pipeline:&lt;br /&gt;
* T2 Equipment&lt;br /&gt;
* T2 Subcapital Hulls&lt;br /&gt;
* Capital Hulls&lt;br /&gt;
* Large Subcapital Hulls&lt;br /&gt;
* Freighters&lt;br /&gt;
* Structures&lt;br /&gt;
&lt;br /&gt;
== Research &amp;amp; Development (R&amp;amp;D) ==&lt;br /&gt;
R&amp;amp;D supports every manufacturing division.&lt;br /&gt;
&lt;br /&gt;
=== Responsibilities ===&lt;br /&gt;
* Blueprint Copying&lt;br /&gt;
* Material Efficiency (ME) Research&lt;br /&gt;
* Time Efficiency (TE) Research&lt;br /&gt;
* Invention&lt;br /&gt;
* Production Planning&lt;br /&gt;
* Supply Chain Analysis&lt;br /&gt;
&lt;br /&gt;
=== Research Structures ===&lt;br /&gt;
* &#039;&#039;&#039;3-FKCZ - MAX CTA from Harpies&#039;&#039;&#039;&lt;br /&gt;
** Copying, ME Research, TE Research, Invention&lt;br /&gt;
&lt;br /&gt;
=== R&amp;amp;D Goals ===&lt;br /&gt;
* Maintain blueprint availability&lt;br /&gt;
* Improve manufacturing efficiency&lt;br /&gt;
* Support D0-D3 project pipelines&lt;br /&gt;
* Reduce corporation production costs&lt;br /&gt;
&lt;br /&gt;
== Industrial Facilities Directory ==&lt;br /&gt;
* &#039;&#039;&#039;3-FKCZ (No Moons)&#039;&#039;&#039;&lt;br /&gt;
** Reactions, Reprocessing&lt;br /&gt;
* &#039;&#039;&#039;3-FKCZ - MAX CTA from Harpies (Primary Industrial Hub)&#039;&#039;&#039;&lt;br /&gt;
** Ship Production, Components, Capital Components, Research, Invention, Copying&lt;br /&gt;
* &#039;&#039;&#039;Godspeed&#039;s Drone Lair&#039;&#039;&#039;&lt;br /&gt;
** Modules, Ammo, Drones&lt;br /&gt;
* &#039;&#039;&#039;VT-G2P - The Red Dress&#039;&#039;&#039;&lt;br /&gt;
** Reactions, Reprocessing&lt;br /&gt;
* &#039;&#039;&#039;Here Be Bhaalgorns&#039;&#039;&#039;&lt;br /&gt;
** Basic Ship Production&lt;br /&gt;
** Advanced Small, Medium, &amp;amp; Large Ship Production&lt;br /&gt;
** Advanced Ammunition &amp;amp; Ammo&lt;br /&gt;
** Equipment &amp;amp; Drones (Modules, Drones)&lt;br /&gt;
** Components (Advanced Components, Capital Components)&lt;br /&gt;
* &#039;&#039;&#039;9ES-SI - Liquid Ice (StoneDogs)&#039;&#039;&#039;&lt;br /&gt;
** Fuel Blocks, Ice Reprocessing&lt;br /&gt;
* &#039;&#039;&#039;60M-TG - Build-A-Bun Workshop&#039;&#039;&#039;&lt;br /&gt;
** Advanced Components, Capital Components, Capital Ship Production&lt;br /&gt;
* &#039;&#039;&#039;The Corn Fields&#039;&#039;&#039;&lt;br /&gt;
** Reactions, Reprocessing&lt;br /&gt;
&lt;br /&gt;
== Corporation Industrial Policies ==&lt;br /&gt;
=== Operational Security ===&lt;br /&gt;
All industrial operations are considered internal information. &#039;&#039;&#039;Do not share:&#039;&#039;&#039;&lt;br /&gt;
* Moon schedules&lt;br /&gt;
* Structure locations&lt;br /&gt;
* Production plans&lt;br /&gt;
* Financial data&lt;br /&gt;
* Blueprint inventories&lt;br /&gt;
* Stockpiles&lt;br /&gt;
* Manufacturing workflows&lt;br /&gt;
* Internal Discord content&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;When in doubt:&#039;&#039;&#039; Assume it is internal.&lt;br /&gt;
&lt;br /&gt;
=== Communication &amp;amp; Support ===&lt;br /&gt;
==== Discord ====&lt;br /&gt;
Primary communication platform. Stay active and enable notifications.&lt;br /&gt;
* &#039;&#039;&#039;Important Channels:&#039;&#039;&#039; &amp;lt;code&amp;gt;#corp-pings&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;#d0-manufacturing&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;#industry&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;#ops-pings&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;#guides-and-information&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== In-Game Channels ====&lt;br /&gt;
* &#039;&#039;&#039;F4L5E G0DS:&#039;&#039;&#039; Corporation public presence.&lt;br /&gt;
* &#039;&#039;&#039;The Wompire:&#039;&#039;&#039; Alliance communication channel.&lt;br /&gt;
&lt;br /&gt;
== Final Notes ==&lt;br /&gt;
The False Gods manufacturing program is designed around one principle: &#039;&#039;&#039;Mine it. Process it. Build it. Sell it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every division contributes to a larger industrial ecosystem that transforms raw materials into ships, structures, and strategic power for the corporation and alliance. Whether you&#039;re building your first module in D0 or assembling capitals in D3, your work directly supports the growth and success of False Gods.&lt;br /&gt;
&lt;br /&gt;
```&lt;/div&gt;</summary>
		<author><name>Sevey</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=Divisional_Manufacturing&amp;diff=120951</id>
		<title>Divisional Manufacturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=Divisional_Manufacturing&amp;diff=120951"/>
		<updated>2026-06-20T03:21:28Z</updated>

		<summary type="html">&lt;p&gt;Sevey: /* Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
= False Gods Industrial Division Guide =&lt;br /&gt;
&lt;br /&gt;
== Divisional Manufacturing Program (D0 → D3 + R&amp;amp;D) ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
False Gods operates a vertically integrated industrial ecosystem designed to turn member activity into alliance strength and profit. From mining and refining to reactions, components, ships, and structures, every division contributes to a larger production chain.&lt;br /&gt;
&lt;br /&gt;
The manufacturing program is divided into four tiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ Manufacturing Tiers&lt;br /&gt;
! Division !! Focus !! Skill Level&lt;br /&gt;
|-&lt;br /&gt;
! D0&lt;br /&gt;
| Entry-Level Manufacturing&lt;br /&gt;
| Beginner&lt;br /&gt;
|-&lt;br /&gt;
! D1&lt;br /&gt;
| Advanced Manufacturing &amp;amp; Capital Components&lt;br /&gt;
| Intermediate&lt;br /&gt;
|-&lt;br /&gt;
! D2&lt;br /&gt;
| Reactions &amp;amp; T2 Supply Chain&lt;br /&gt;
| Advanced&lt;br /&gt;
|-&lt;br /&gt;
! D3&lt;br /&gt;
| T2 Production, Capitals &amp;amp; Structures&lt;br /&gt;
| Expert&lt;br /&gt;
|-&lt;br /&gt;
! R&amp;amp;D&lt;br /&gt;
| Blueprint Research &amp;amp; Industrial Infrastructure&lt;br /&gt;
| Specialist&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industrial Production Chain ===&lt;br /&gt;
The False Gods industrial network follows a structured manufacturing pipeline where every division supports the next.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
Mining / Ice / Gas / PI&amp;lt;br /&amp;gt;&lt;br /&gt;
↓&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;D0&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
(T1 Equipment &amp;amp; Components)&amp;lt;br /&amp;gt;&lt;br /&gt;
↓&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;D1&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Capital Components &amp;amp; Advanced Production)&amp;lt;br /&amp;gt;&lt;br /&gt;
↓&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;D2&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Reactions &amp;amp; T2 Materials)&amp;lt;br /&amp;gt;&lt;br /&gt;
↓&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;D3&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
(T2 Production, Capitals, Structures &amp;amp; Finished Goods)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Joining the Manufacturing Program ===&lt;br /&gt;
==== Requirements ====&lt;br /&gt;
* Train the relevant corporation skill plan.&lt;br /&gt;
* Register interest via Discord. - Create a ticket in #rolerequest&lt;br /&gt;
* Receive approval from a Director.&lt;br /&gt;
&lt;br /&gt;
==== Useful Links ====&lt;br /&gt;
* &#039;&#039;&#039;Corp Authentication:&#039;&#039;&#039; [https://auth.eve-emu.com/ https://auth.eve-emu.com/]&lt;br /&gt;
* &#039;&#039;&#039;Alliance Authentication:&#039;&#039;&#039; [https://auth.wompa.space/ https://auth.wompa.space/]&lt;br /&gt;
* &#039;&#039;&#039;Division Squads:&#039;&#039;&#039; [https://seat.false-gods.space/squads/ https://seat.false-gods.space/squads/]&lt;br /&gt;
&lt;br /&gt;
== D0 Manufacturing: Entry-Level Production ==&lt;br /&gt;
D0 is the starting point for all industrialists. The goal is simple: &#039;&#039;&#039;add value to materials you mine.&#039;&#039;&#039; D0 builds the foundational products consumed throughout the corporation&#039;s manufacturing chain.&lt;br /&gt;
&lt;br /&gt;
=== Typical Products ===&lt;br /&gt;
* Modules&lt;br /&gt;
* Ammo&lt;br /&gt;
* Charges&lt;br /&gt;
* Drones&lt;br /&gt;
* Basic Ship Components&lt;br /&gt;
* Fuel Blocks&lt;br /&gt;
* Structure Components&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Minimal requirements. Most projects only require:&lt;br /&gt;
* Industry I&lt;br /&gt;
* Basic Industry Skills&lt;br /&gt;
&lt;br /&gt;
=== Finding Projects ===&lt;br /&gt;
# Corporation Window → Projects&lt;br /&gt;
# Search: &amp;lt;code&amp;gt;D0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blueprint Locations ====&lt;br /&gt;
Corporation Hangars (containers are organized by category):&lt;br /&gt;
* Modules&lt;br /&gt;
* Ammo&lt;br /&gt;
* Charges&lt;br /&gt;
* Drones&lt;br /&gt;
* Mining Crystals&lt;br /&gt;
&lt;br /&gt;
=== D0 Structure Assignments ===&lt;br /&gt;
* &#039;&#039;&#039;3-FKCZ - Godspeed&#039;s Drone Lair&#039;&#039;&#039;&lt;br /&gt;
** Modules&lt;br /&gt;
** Ammo&lt;br /&gt;
** Charges&lt;br /&gt;
** Drones&lt;br /&gt;
* &#039;&#039;&#039;VT-G2P - Equipment &amp;amp; Drones&#039;&#039;&#039;&lt;br /&gt;
** Modules&lt;br /&gt;
** Ammo&lt;br /&gt;
** Drones&lt;br /&gt;
&lt;br /&gt;
=== Profit Tips ===&lt;br /&gt;
* Use mined materials whenever possible.&lt;br /&gt;
* Use Corp Buyback and Sellback systems.&lt;br /&gt;
* Always compare material cost versus project payout.&lt;br /&gt;
&lt;br /&gt;
== D1 Manufacturing: Advanced Manufacturing Team ==&lt;br /&gt;
D1 bridges basic industry and heavy industry. This division produces advanced components that directly support larger strategic projects.&lt;br /&gt;
&lt;br /&gt;
=== What D1 Builds ===&lt;br /&gt;
* Capital Components&lt;br /&gt;
* Advanced Components&lt;br /&gt;
* Ship Construction Materials&lt;br /&gt;
* Freighter Production Inputs&lt;br /&gt;
&lt;br /&gt;
=== Joining D1 ===&lt;br /&gt;
# Complete D0 training.&lt;br /&gt;
# Train the D1 skill plan.&lt;br /&gt;
# Request D1 access through Discord.&lt;br /&gt;
# Obtain Director approval.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Estimated training time:&#039;&#039;&#039; 40-50 Days&lt;br /&gt;
&lt;br /&gt;
=== Current D1 Workflow ===&lt;br /&gt;
* &#039;&#039;&#039;BPCs located in:&#039;&#039;&#039; 3-FKCZ (MAX CTA from Harpies)&lt;br /&gt;
* If blueprint stock runs low, open a Blueprint Request.&lt;br /&gt;
&lt;br /&gt;
==== Material Sources ====&lt;br /&gt;
The corporation maintains moon materials stockpiles at &#039;&#039;&#039;Badivefi – The Onnamonolith&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Important Rules ===&lt;br /&gt;
If you intend to complete a D1 project:&lt;br /&gt;
* Notify the D1 team first.&lt;br /&gt;
* Coordinate production.&lt;br /&gt;
* Avoid duplicate builds.&lt;br /&gt;
&lt;br /&gt;
=== D1 Profitability ===&lt;br /&gt;
* &#039;&#039;&#039;Corporation purchasing basis:&#039;&#039;&#039; Jita Split Pricing&lt;br /&gt;
* &#039;&#039;&#039;Estimated margin:&#039;&#039;&#039; ~15% when sourcing efficiently.&lt;br /&gt;
&lt;br /&gt;
=== D1 Structure Assignments ===&lt;br /&gt;
* &#039;&#039;&#039;3-FKCZ - MAX CTA from Harpies&#039;&#039;&#039;&lt;br /&gt;
** Basic Small/Medium/Large Ships&lt;br /&gt;
** Advanced Components &amp;amp; Ships&lt;br /&gt;
** Capital Components &amp;amp; Ships&lt;br /&gt;
** Advanced Capital/Supercapital Components&lt;br /&gt;
** Fuel Blocks, Invention, Copying, Research&lt;br /&gt;
* &#039;&#039;&#039;60M-TG - Build-A-Bun Workshop&#039;&#039;&#039;&lt;br /&gt;
** Advanced Components&lt;br /&gt;
** Capital Components&lt;br /&gt;
** Capital Ships&lt;br /&gt;
&lt;br /&gt;
== D2 Manufacturing: Reactions &amp;amp; Advanced Materials ==&lt;br /&gt;
D2 forms the backbone of the T2 production chain. This division converts moon materials into valuable reaction outputs.&lt;br /&gt;
&lt;br /&gt;
=== Joining D2 ===&lt;br /&gt;
# Train the D2 skill plan.&lt;br /&gt;
# Join the D2 squad: [https://seat.false-gods.space/squads/ https://seat.false-gods.space/squads/]&lt;br /&gt;
# Receive Director approval.&lt;br /&gt;
&lt;br /&gt;
=== Current D2 Projects &amp;amp; Materials ===&lt;br /&gt;
* &#039;&#039;&#039;Blueprints available in:&#039;&#039;&#039; 3-FKCZ (MAX CTA from Harpies)&lt;br /&gt;
* &#039;&#039;&#039;Material Source:&#039;&#039;&#039; Raw moon materials are stocked at &#039;&#039;&#039;Badivefi – The Onnamonolith&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== D2 Responsibilities ===&lt;br /&gt;
* Composite Reactions&lt;br /&gt;
* Hybrid Reactions&lt;br /&gt;
* Biochemical Reactions&lt;br /&gt;
* Moon Material Processing&lt;br /&gt;
* Intermediate Production&lt;br /&gt;
&lt;br /&gt;
=== Moon Material Categories ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Rarity !! Materials&lt;br /&gt;
|-&lt;br /&gt;
! R8&lt;br /&gt;
| Silicates, Atmospheric Gases, Hydrocarbons, Evaporite Deposits&lt;br /&gt;
|-&lt;br /&gt;
! R8&lt;br /&gt;
| Cobalt, Scandium, Tungsten, Titanium&lt;br /&gt;
|-&lt;br /&gt;
! R16&lt;br /&gt;
| Chromium, Cadmium, Platinum, Vanadium&lt;br /&gt;
|-&lt;br /&gt;
! R32&lt;br /&gt;
| Technetium, Mercury, Caesium, Hafnium&lt;br /&gt;
|-&lt;br /&gt;
! R64&lt;br /&gt;
| Promethium, Neodymium, Dysprosium, Thulium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== D2 Structure Assignments ===&lt;br /&gt;
* &#039;&#039;&#039;3-FKCZ (No Moons)&#039;&#039;&#039;&lt;br /&gt;
** Biochemical Reactions, Composite Reactions, Hybrid Reactions, Reprocessing&lt;br /&gt;
* &#039;&#039;&#039;VT-G2P - Advanced Small &amp;amp; Medium Ships&#039;&#039;&#039;&lt;br /&gt;
** Advanced Small Ship Production&lt;br /&gt;
** Advanced Medium Ship Production&lt;br /&gt;
** Advanced Large Ships &amp;amp; Ammo&lt;br /&gt;
** Advanced Components&lt;br /&gt;
** Capital Components&lt;br /&gt;
* &#039;&#039;&#039;60M-TG - The Corn Fields&#039;&#039;&#039;&lt;br /&gt;
** Biochemical Reactions, Composite Reactions, Hybrid Reactions, Reprocessing&lt;br /&gt;
&lt;br /&gt;
== D3 Manufacturing: Strategic Production ==&lt;br /&gt;
D3 is the highest manufacturing division. D3 transforms D0, D1, and D2 outputs into finished strategic assets.&lt;br /&gt;
&lt;br /&gt;
=== Primary Outputs ===&lt;br /&gt;
* T2 Equipment&lt;br /&gt;
* T2 Ships&lt;br /&gt;
* Capital Ships&lt;br /&gt;
* Freighters&lt;br /&gt;
* Orcas&lt;br /&gt;
* Structures&lt;br /&gt;
* Strategic Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Responsibilities ===&lt;br /&gt;
* Final Assembly&lt;br /&gt;
* Corporate Ship Programs&lt;br /&gt;
* Strategic Reserve Production&lt;br /&gt;
* Market Operations&lt;br /&gt;
* Internal Contract Sales&lt;br /&gt;
&lt;br /&gt;
=== Sales Channels ===&lt;br /&gt;
Products may be sold through:&lt;br /&gt;
* Corporate Sales&lt;br /&gt;
* Alliance Contracts&lt;br /&gt;
* Internal Programs&lt;br /&gt;
* Public Markets&lt;br /&gt;
&lt;br /&gt;
=== D3 Focus Areas ===&lt;br /&gt;
According to the industrial pipeline:&lt;br /&gt;
* T2 Equipment&lt;br /&gt;
* T2 Subcapital Hulls&lt;br /&gt;
* Capital Hulls&lt;br /&gt;
* Large Subcapital Hulls&lt;br /&gt;
* Freighters&lt;br /&gt;
* Structures&lt;br /&gt;
&lt;br /&gt;
== Research &amp;amp; Development (R&amp;amp;D) ==&lt;br /&gt;
R&amp;amp;D supports every manufacturing division.&lt;br /&gt;
&lt;br /&gt;
=== Responsibilities ===&lt;br /&gt;
* Blueprint Copying&lt;br /&gt;
* Material Efficiency (ME) Research&lt;br /&gt;
* Time Efficiency (TE) Research&lt;br /&gt;
* Invention&lt;br /&gt;
* Production Planning&lt;br /&gt;
* Supply Chain Analysis&lt;br /&gt;
&lt;br /&gt;
=== Research Structures ===&lt;br /&gt;
* &#039;&#039;&#039;3-FKCZ - MAX CTA from Harpies&#039;&#039;&#039;&lt;br /&gt;
** Copying, ME Research, TE Research, Invention&lt;br /&gt;
&lt;br /&gt;
=== R&amp;amp;D Goals ===&lt;br /&gt;
* Maintain blueprint availability&lt;br /&gt;
* Improve manufacturing efficiency&lt;br /&gt;
* Support D0-D3 project pipelines&lt;br /&gt;
* Reduce corporation production costs&lt;br /&gt;
&lt;br /&gt;
== Industrial Facilities Directory ==&lt;br /&gt;
* &#039;&#039;&#039;3-FKCZ (No Moons)&#039;&#039;&#039;&lt;br /&gt;
** Reactions, Reprocessing&lt;br /&gt;
* &#039;&#039;&#039;3-FKCZ - MAX CTA from Harpies (Primary Industrial Hub)&#039;&#039;&#039;&lt;br /&gt;
** Ship Production, Components, Capital Components, Research, Invention, Copying&lt;br /&gt;
* &#039;&#039;&#039;Godspeed&#039;s Drone Lair&#039;&#039;&#039;&lt;br /&gt;
** Modules, Ammo, Drones&lt;br /&gt;
* &#039;&#039;&#039;VT-G2P - The Red Dress&#039;&#039;&#039;&lt;br /&gt;
** Reactions, Reprocessing&lt;br /&gt;
* &#039;&#039;&#039;Here Be Bhaalgorns&#039;&#039;&#039;&lt;br /&gt;
** Basic Ship Production&lt;br /&gt;
** Advanced Small, Medium, &amp;amp; Large Ship Production&lt;br /&gt;
** Advanced Ammunition &amp;amp; Ammo&lt;br /&gt;
** Equipment &amp;amp; Drones (Modules, Drones)&lt;br /&gt;
** Components (Advanced Components, Capital Components)&lt;br /&gt;
* &#039;&#039;&#039;9ES-SI - Liquid Ice (StoneDogs)&#039;&#039;&#039;&lt;br /&gt;
** Fuel Blocks, Ice Reprocessing&lt;br /&gt;
* &#039;&#039;&#039;60M-TG - Build-A-Bun Workshop&#039;&#039;&#039;&lt;br /&gt;
** Advanced Components, Capital Components, Capital Ship Production&lt;br /&gt;
* &#039;&#039;&#039;The Corn Fields&#039;&#039;&#039;&lt;br /&gt;
** Reactions, Reprocessing&lt;br /&gt;
&lt;br /&gt;
== Corporation Industrial Policies ==&lt;br /&gt;
=== Operational Security ===&lt;br /&gt;
All industrial operations are considered internal information. &#039;&#039;&#039;Do not share:&#039;&#039;&#039;&lt;br /&gt;
* Moon schedules&lt;br /&gt;
* Structure locations&lt;br /&gt;
* Production plans&lt;br /&gt;
* Financial data&lt;br /&gt;
* Blueprint inventories&lt;br /&gt;
* Stockpiles&lt;br /&gt;
* Manufacturing workflows&lt;br /&gt;
* Internal Discord content&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;When in doubt:&#039;&#039;&#039; Assume it is internal.&lt;br /&gt;
&lt;br /&gt;
=== Communication &amp;amp; Support ===&lt;br /&gt;
==== Discord ====&lt;br /&gt;
Primary communication platform. Stay active and enable notifications.&lt;br /&gt;
* &#039;&#039;&#039;Important Channels:&#039;&#039;&#039; &amp;lt;code&amp;gt;#corp-pings&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;#d0-manufacturing&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;#industry&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;#ops-pings&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;#guides-and-information&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== In-Game Channels ====&lt;br /&gt;
* &#039;&#039;&#039;F4L5E G0DS:&#039;&#039;&#039; Corporation public presence.&lt;br /&gt;
* &#039;&#039;&#039;The Wompire:&#039;&#039;&#039; Alliance communication channel.&lt;br /&gt;
&lt;br /&gt;
== Final Notes ==&lt;br /&gt;
The False Gods manufacturing program is designed around one principle: &#039;&#039;&#039;Mine it. Process it. Build it. Sell it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every division contributes to a larger industrial ecosystem that transforms raw materials into ships, structures, and strategic power for the corporation and alliance. Whether you&#039;re building your first module in D0 or assembling capitals in D3, your work directly supports the growth and success of False Gods.&lt;br /&gt;
&lt;br /&gt;
```&lt;/div&gt;</summary>
		<author><name>Sevey</name></author>
	</entry>
	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=Divisional_Manufacturing&amp;diff=120950</id>
		<title>Divisional Manufacturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=Divisional_Manufacturing&amp;diff=120950"/>
		<updated>2026-06-20T03:21:07Z</updated>

		<summary type="html">&lt;p&gt;Sevey: /* Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
= False Gods Industrial Division Guide =&lt;br /&gt;
&lt;br /&gt;
== Divisional Manufacturing Program (D0 → D3 + R&amp;amp;D) ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
False Gods operates a vertically integrated industrial ecosystem designed to turn member activity into alliance strength and profit. From mining and refining to reactions, components, ships, and structures, every division contributes to a larger production chain.&lt;br /&gt;
&lt;br /&gt;
The manufacturing program is divided into four tiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ Manufacturing Tiers&lt;br /&gt;
! Division !! Focus !! Skill Level&lt;br /&gt;
|-&lt;br /&gt;
! D0&lt;br /&gt;
| Entry-Level Manufacturing&lt;br /&gt;
| Beginner&lt;br /&gt;
|-&lt;br /&gt;
! D1&lt;br /&gt;
| Advanced Manufacturing &amp;amp; Capital Components&lt;br /&gt;
| Intermediate&lt;br /&gt;
|-&lt;br /&gt;
! D2&lt;br /&gt;
| Reactions &amp;amp; T2 Supply Chain&lt;br /&gt;
| Advanced&lt;br /&gt;
|-&lt;br /&gt;
! D3&lt;br /&gt;
| T2 Production, Capitals &amp;amp; Structures&lt;br /&gt;
| Expert&lt;br /&gt;
|-&lt;br /&gt;
! R&amp;amp;D&lt;br /&gt;
| Blueprint Research &amp;amp; Industrial Infrastructure&lt;br /&gt;
| Specialist&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industrial Production Chain ===&lt;br /&gt;
The False Gods industrial network follows a structured manufacturing pipeline where every division supports the next.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
Mining / Ice / Gas / PI&amp;lt;br /&amp;gt;&lt;br /&gt;
↓&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;D0&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
(T1 Equipment &amp;amp; Components)&amp;lt;br /&amp;gt;&lt;br /&gt;
↓&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;D1&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Capital Components &amp;amp; Advanced Production)&amp;lt;br /&amp;gt;&lt;br /&gt;
↓&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;D2&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Reactions &amp;amp; T2 Materials)&amp;lt;br /&amp;gt;&lt;br /&gt;
↓&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;D3&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
(T2 Production, Capitals, Structures &amp;amp; Finished Goods)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Joining the Manufacturing Program ===&lt;br /&gt;
==== Requirements ====&lt;br /&gt;
* Train the relevant corporation skill plan.&lt;br /&gt;
* Register interest via Discord. - Create a ticket in #rolerequest&lt;br /&gt;
* Request access through the &#039;&#039;&#039;Role Request channel&#039;&#039;&#039; or &#039;&#039;&#039;Division Squad page&#039;&#039;&#039;.&lt;br /&gt;
* Receive approval from a Director.&lt;br /&gt;
&lt;br /&gt;
==== Useful Links ====&lt;br /&gt;
* &#039;&#039;&#039;Corp Authentication:&#039;&#039;&#039; [https://auth.eve-emu.com/ https://auth.eve-emu.com/]&lt;br /&gt;
* &#039;&#039;&#039;Alliance Authentication:&#039;&#039;&#039; [https://auth.wompa.space/ https://auth.wompa.space/]&lt;br /&gt;
* &#039;&#039;&#039;Division Squads:&#039;&#039;&#039; [https://seat.false-gods.space/squads/ https://seat.false-gods.space/squads/]&lt;br /&gt;
&lt;br /&gt;
== D0 Manufacturing: Entry-Level Production ==&lt;br /&gt;
D0 is the starting point for all industrialists. The goal is simple: &#039;&#039;&#039;add value to materials you mine.&#039;&#039;&#039; D0 builds the foundational products consumed throughout the corporation&#039;s manufacturing chain.&lt;br /&gt;
&lt;br /&gt;
=== Typical Products ===&lt;br /&gt;
* Modules&lt;br /&gt;
* Ammo&lt;br /&gt;
* Charges&lt;br /&gt;
* Drones&lt;br /&gt;
* Basic Ship Components&lt;br /&gt;
* Fuel Blocks&lt;br /&gt;
* Structure Components&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Minimal requirements. Most projects only require:&lt;br /&gt;
* Industry I&lt;br /&gt;
* Basic Industry Skills&lt;br /&gt;
&lt;br /&gt;
=== Finding Projects ===&lt;br /&gt;
# Corporation Window → Projects&lt;br /&gt;
# Search: &amp;lt;code&amp;gt;D0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blueprint Locations ====&lt;br /&gt;
Corporation Hangars (containers are organized by category):&lt;br /&gt;
* Modules&lt;br /&gt;
* Ammo&lt;br /&gt;
* Charges&lt;br /&gt;
* Drones&lt;br /&gt;
* Mining Crystals&lt;br /&gt;
&lt;br /&gt;
=== D0 Structure Assignments ===&lt;br /&gt;
* &#039;&#039;&#039;3-FKCZ - Godspeed&#039;s Drone Lair&#039;&#039;&#039;&lt;br /&gt;
** Modules&lt;br /&gt;
** Ammo&lt;br /&gt;
** Charges&lt;br /&gt;
** Drones&lt;br /&gt;
* &#039;&#039;&#039;VT-G2P - Equipment &amp;amp; Drones&#039;&#039;&#039;&lt;br /&gt;
** Modules&lt;br /&gt;
** Ammo&lt;br /&gt;
** Drones&lt;br /&gt;
&lt;br /&gt;
=== Profit Tips ===&lt;br /&gt;
* Use mined materials whenever possible.&lt;br /&gt;
* Use Corp Buyback and Sellback systems.&lt;br /&gt;
* Always compare material cost versus project payout.&lt;br /&gt;
&lt;br /&gt;
== D1 Manufacturing: Advanced Manufacturing Team ==&lt;br /&gt;
D1 bridges basic industry and heavy industry. This division produces advanced components that directly support larger strategic projects.&lt;br /&gt;
&lt;br /&gt;
=== What D1 Builds ===&lt;br /&gt;
* Capital Components&lt;br /&gt;
* Advanced Components&lt;br /&gt;
* Ship Construction Materials&lt;br /&gt;
* Freighter Production Inputs&lt;br /&gt;
&lt;br /&gt;
=== Joining D1 ===&lt;br /&gt;
# Complete D0 training.&lt;br /&gt;
# Train the D1 skill plan.&lt;br /&gt;
# Request D1 access through Discord.&lt;br /&gt;
# Obtain Director approval.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Estimated training time:&#039;&#039;&#039; 40-50 Days&lt;br /&gt;
&lt;br /&gt;
=== Current D1 Workflow ===&lt;br /&gt;
* &#039;&#039;&#039;BPCs located in:&#039;&#039;&#039; 3-FKCZ (MAX CTA from Harpies)&lt;br /&gt;
* If blueprint stock runs low, open a Blueprint Request.&lt;br /&gt;
&lt;br /&gt;
==== Material Sources ====&lt;br /&gt;
The corporation maintains moon materials stockpiles at &#039;&#039;&#039;Badivefi – The Onnamonolith&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Important Rules ===&lt;br /&gt;
If you intend to complete a D1 project:&lt;br /&gt;
* Notify the D1 team first.&lt;br /&gt;
* Coordinate production.&lt;br /&gt;
* Avoid duplicate builds.&lt;br /&gt;
&lt;br /&gt;
=== D1 Profitability ===&lt;br /&gt;
* &#039;&#039;&#039;Corporation purchasing basis:&#039;&#039;&#039; Jita Split Pricing&lt;br /&gt;
* &#039;&#039;&#039;Estimated margin:&#039;&#039;&#039; ~15% when sourcing efficiently.&lt;br /&gt;
&lt;br /&gt;
=== D1 Structure Assignments ===&lt;br /&gt;
* &#039;&#039;&#039;3-FKCZ - MAX CTA from Harpies&#039;&#039;&#039;&lt;br /&gt;
** Basic Small/Medium/Large Ships&lt;br /&gt;
** Advanced Components &amp;amp; Ships&lt;br /&gt;
** Capital Components &amp;amp; Ships&lt;br /&gt;
** Advanced Capital/Supercapital Components&lt;br /&gt;
** Fuel Blocks, Invention, Copying, Research&lt;br /&gt;
* &#039;&#039;&#039;60M-TG - Build-A-Bun Workshop&#039;&#039;&#039;&lt;br /&gt;
** Advanced Components&lt;br /&gt;
** Capital Components&lt;br /&gt;
** Capital Ships&lt;br /&gt;
&lt;br /&gt;
== D2 Manufacturing: Reactions &amp;amp; Advanced Materials ==&lt;br /&gt;
D2 forms the backbone of the T2 production chain. This division converts moon materials into valuable reaction outputs.&lt;br /&gt;
&lt;br /&gt;
=== Joining D2 ===&lt;br /&gt;
# Train the D2 skill plan.&lt;br /&gt;
# Join the D2 squad: [https://seat.false-gods.space/squads/ https://seat.false-gods.space/squads/]&lt;br /&gt;
# Receive Director approval.&lt;br /&gt;
&lt;br /&gt;
=== Current D2 Projects &amp;amp; Materials ===&lt;br /&gt;
* &#039;&#039;&#039;Blueprints available in:&#039;&#039;&#039; 3-FKCZ (MAX CTA from Harpies)&lt;br /&gt;
* &#039;&#039;&#039;Material Source:&#039;&#039;&#039; Raw moon materials are stocked at &#039;&#039;&#039;Badivefi – The Onnamonolith&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== D2 Responsibilities ===&lt;br /&gt;
* Composite Reactions&lt;br /&gt;
* Hybrid Reactions&lt;br /&gt;
* Biochemical Reactions&lt;br /&gt;
* Moon Material Processing&lt;br /&gt;
* Intermediate Production&lt;br /&gt;
&lt;br /&gt;
=== Moon Material Categories ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Rarity !! Materials&lt;br /&gt;
|-&lt;br /&gt;
! R8&lt;br /&gt;
| Silicates, Atmospheric Gases, Hydrocarbons, Evaporite Deposits&lt;br /&gt;
|-&lt;br /&gt;
! R8&lt;br /&gt;
| Cobalt, Scandium, Tungsten, Titanium&lt;br /&gt;
|-&lt;br /&gt;
! R16&lt;br /&gt;
| Chromium, Cadmium, Platinum, Vanadium&lt;br /&gt;
|-&lt;br /&gt;
! R32&lt;br /&gt;
| Technetium, Mercury, Caesium, Hafnium&lt;br /&gt;
|-&lt;br /&gt;
! R64&lt;br /&gt;
| Promethium, Neodymium, Dysprosium, Thulium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== D2 Structure Assignments ===&lt;br /&gt;
* &#039;&#039;&#039;3-FKCZ (No Moons)&#039;&#039;&#039;&lt;br /&gt;
** Biochemical Reactions, Composite Reactions, Hybrid Reactions, Reprocessing&lt;br /&gt;
* &#039;&#039;&#039;VT-G2P - Advanced Small &amp;amp; Medium Ships&#039;&#039;&#039;&lt;br /&gt;
** Advanced Small Ship Production&lt;br /&gt;
** Advanced Medium Ship Production&lt;br /&gt;
** Advanced Large Ships &amp;amp; Ammo&lt;br /&gt;
** Advanced Components&lt;br /&gt;
** Capital Components&lt;br /&gt;
* &#039;&#039;&#039;60M-TG - The Corn Fields&#039;&#039;&#039;&lt;br /&gt;
** Biochemical Reactions, Composite Reactions, Hybrid Reactions, Reprocessing&lt;br /&gt;
&lt;br /&gt;
== D3 Manufacturing: Strategic Production ==&lt;br /&gt;
D3 is the highest manufacturing division. D3 transforms D0, D1, and D2 outputs into finished strategic assets.&lt;br /&gt;
&lt;br /&gt;
=== Primary Outputs ===&lt;br /&gt;
* T2 Equipment&lt;br /&gt;
* T2 Ships&lt;br /&gt;
* Capital Ships&lt;br /&gt;
* Freighters&lt;br /&gt;
* Orcas&lt;br /&gt;
* Structures&lt;br /&gt;
* Strategic Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Responsibilities ===&lt;br /&gt;
* Final Assembly&lt;br /&gt;
* Corporate Ship Programs&lt;br /&gt;
* Strategic Reserve Production&lt;br /&gt;
* Market Operations&lt;br /&gt;
* Internal Contract Sales&lt;br /&gt;
&lt;br /&gt;
=== Sales Channels ===&lt;br /&gt;
Products may be sold through:&lt;br /&gt;
* Corporate Sales&lt;br /&gt;
* Alliance Contracts&lt;br /&gt;
* Internal Programs&lt;br /&gt;
* Public Markets&lt;br /&gt;
&lt;br /&gt;
=== D3 Focus Areas ===&lt;br /&gt;
According to the industrial pipeline:&lt;br /&gt;
* T2 Equipment&lt;br /&gt;
* T2 Subcapital Hulls&lt;br /&gt;
* Capital Hulls&lt;br /&gt;
* Large Subcapital Hulls&lt;br /&gt;
* Freighters&lt;br /&gt;
* Structures&lt;br /&gt;
&lt;br /&gt;
== Research &amp;amp; Development (R&amp;amp;D) ==&lt;br /&gt;
R&amp;amp;D supports every manufacturing division.&lt;br /&gt;
&lt;br /&gt;
=== Responsibilities ===&lt;br /&gt;
* Blueprint Copying&lt;br /&gt;
* Material Efficiency (ME) Research&lt;br /&gt;
* Time Efficiency (TE) Research&lt;br /&gt;
* Invention&lt;br /&gt;
* Production Planning&lt;br /&gt;
* Supply Chain Analysis&lt;br /&gt;
&lt;br /&gt;
=== Research Structures ===&lt;br /&gt;
* &#039;&#039;&#039;3-FKCZ - MAX CTA from Harpies&#039;&#039;&#039;&lt;br /&gt;
** Copying, ME Research, TE Research, Invention&lt;br /&gt;
&lt;br /&gt;
=== R&amp;amp;D Goals ===&lt;br /&gt;
* Maintain blueprint availability&lt;br /&gt;
* Improve manufacturing efficiency&lt;br /&gt;
* Support D0-D3 project pipelines&lt;br /&gt;
* Reduce corporation production costs&lt;br /&gt;
&lt;br /&gt;
== Industrial Facilities Directory ==&lt;br /&gt;
* &#039;&#039;&#039;3-FKCZ (No Moons)&#039;&#039;&#039;&lt;br /&gt;
** Reactions, Reprocessing&lt;br /&gt;
* &#039;&#039;&#039;3-FKCZ - MAX CTA from Harpies (Primary Industrial Hub)&#039;&#039;&#039;&lt;br /&gt;
** Ship Production, Components, Capital Components, Research, Invention, Copying&lt;br /&gt;
* &#039;&#039;&#039;Godspeed&#039;s Drone Lair&#039;&#039;&#039;&lt;br /&gt;
** Modules, Ammo, Drones&lt;br /&gt;
* &#039;&#039;&#039;VT-G2P - The Red Dress&#039;&#039;&#039;&lt;br /&gt;
** Reactions, Reprocessing&lt;br /&gt;
* &#039;&#039;&#039;Here Be Bhaalgorns&#039;&#039;&#039;&lt;br /&gt;
** Basic Ship Production&lt;br /&gt;
** Advanced Small, Medium, &amp;amp; Large Ship Production&lt;br /&gt;
** Advanced Ammunition &amp;amp; Ammo&lt;br /&gt;
** Equipment &amp;amp; Drones (Modules, Drones)&lt;br /&gt;
** Components (Advanced Components, Capital Components)&lt;br /&gt;
* &#039;&#039;&#039;9ES-SI - Liquid Ice (StoneDogs)&#039;&#039;&#039;&lt;br /&gt;
** Fuel Blocks, Ice Reprocessing&lt;br /&gt;
* &#039;&#039;&#039;60M-TG - Build-A-Bun Workshop&#039;&#039;&#039;&lt;br /&gt;
** Advanced Components, Capital Components, Capital Ship Production&lt;br /&gt;
* &#039;&#039;&#039;The Corn Fields&#039;&#039;&#039;&lt;br /&gt;
** Reactions, Reprocessing&lt;br /&gt;
&lt;br /&gt;
== Corporation Industrial Policies ==&lt;br /&gt;
=== Operational Security ===&lt;br /&gt;
All industrial operations are considered internal information. &#039;&#039;&#039;Do not share:&#039;&#039;&#039;&lt;br /&gt;
* Moon schedules&lt;br /&gt;
* Structure locations&lt;br /&gt;
* Production plans&lt;br /&gt;
* Financial data&lt;br /&gt;
* Blueprint inventories&lt;br /&gt;
* Stockpiles&lt;br /&gt;
* Manufacturing workflows&lt;br /&gt;
* Internal Discord content&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;When in doubt:&#039;&#039;&#039; Assume it is internal.&lt;br /&gt;
&lt;br /&gt;
=== Communication &amp;amp; Support ===&lt;br /&gt;
==== Discord ====&lt;br /&gt;
Primary communication platform. Stay active and enable notifications.&lt;br /&gt;
* &#039;&#039;&#039;Important Channels:&#039;&#039;&#039; &amp;lt;code&amp;gt;#corp-pings&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;#d0-manufacturing&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;#industry&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;#ops-pings&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;#guides-and-information&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== In-Game Channels ====&lt;br /&gt;
* &#039;&#039;&#039;F4L5E G0DS:&#039;&#039;&#039; Corporation public presence.&lt;br /&gt;
* &#039;&#039;&#039;The Wompire:&#039;&#039;&#039; Alliance communication channel.&lt;br /&gt;
&lt;br /&gt;
== Final Notes ==&lt;br /&gt;
The False Gods manufacturing program is designed around one principle: &#039;&#039;&#039;Mine it. Process it. Build it. Sell it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every division contributes to a larger industrial ecosystem that transforms raw materials into ships, structures, and strategic power for the corporation and alliance. Whether you&#039;re building your first module in D0 or assembling capitals in D3, your work directly supports the growth and success of False Gods.&lt;br /&gt;
&lt;br /&gt;
```&lt;/div&gt;</summary>
		<author><name>Sevey</name></author>
	</entry>
</feed>