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		<summary type="html">&lt;p&gt;EveSDE: add {{#eveaccess:public}}&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Introduction to Invention in EVE Online =&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Introduction to Invention in EVE Online =&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
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		<author><name>Admin</name></author>
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	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=Introduction_to_Invention&amp;diff=121064&amp;oldid=prev</id>
		<title>Xenunim: Created page with &quot; = Introduction to Invention in EVE Online = Invention is one of the core pillars of Tech II industry in EVE Online. It is the process that allows industrialists to take &#039;&#039;&#039;Tech I blueprint copies (BPCs)&#039;&#039;&#039; and attempt to convert them into &#039;&#039;&#039;Tech II blueprint copies&#039;&#039;&#039;, which are required to manufacture advanced ships, modules, drones, and equipment.  Without invention, most Tech II production simply does not exist. It is the gateway between basic manufacturing and high...&quot;</title>
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		<updated>2026-07-05T16:04:55Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot; = Introduction to Invention in EVE Online = Invention is one of the core pillars of Tech II industry in EVE Online. It is the process that allows industrialists to take &amp;#039;&amp;#039;&amp;#039;Tech I blueprint copies (BPCs)&amp;#039;&amp;#039;&amp;#039; and attempt to convert them into &amp;#039;&amp;#039;&amp;#039;Tech II blueprint copies&amp;#039;&amp;#039;&amp;#039;, which are required to manufacture advanced ships, modules, drones, and equipment.  Without invention, most Tech II production simply does not exist. It is the gateway between basic manufacturing and high...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&lt;br /&gt;
= Introduction to Invention in EVE Online =&lt;br /&gt;
Invention is one of the core pillars of Tech II industry in EVE Online. It is the process that allows industrialists to take &amp;#039;&amp;#039;&amp;#039;Tech I blueprint copies (BPCs)&amp;#039;&amp;#039;&amp;#039; and attempt to convert them into &amp;#039;&amp;#039;&amp;#039;Tech II blueprint copies&amp;#039;&amp;#039;&amp;#039;, which are required to manufacture advanced ships, modules, drones, and equipment.&lt;br /&gt;
&lt;br /&gt;
Without invention, most Tech II production simply does not exist. It is the gateway between basic manufacturing and high-end advanced industry.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= What Is Invention? =&lt;br /&gt;
Invention is an industrial process where:&amp;lt;blockquote&amp;gt;A Tech I blueprint copy is combined with datacores, decryptors, and sometimes other components to attempt to create a Tech II blueprint copy.&amp;lt;/blockquote&amp;gt;It is not guaranteed success. Instead, it is a &amp;#039;&amp;#039;&amp;#039;probability-based system&amp;#039;&amp;#039;&amp;#039;, meaning:&lt;br /&gt;
&lt;br /&gt;
* Some invention jobs succeed&lt;br /&gt;
* Some fail&lt;br /&gt;
* Efficiency depends on skills, materials, and modifiers&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Why Invention Exists =&lt;br /&gt;
EVE’s economy is designed so that:&amp;lt;blockquote&amp;gt;Tech II blueprints are not freely available in unlimited supply&amp;lt;/blockquote&amp;gt;Instead of direct acquisition, players must:&lt;br /&gt;
&lt;br /&gt;
* Research Tech I blueprints&lt;br /&gt;
* Use invention to create Tech II copies&lt;br /&gt;
* Manufacture Tech II items from those copies&lt;br /&gt;
&lt;br /&gt;
This creates:&lt;br /&gt;
&lt;br /&gt;
* Market scarcity&lt;br /&gt;
* Industrial competition&lt;br /&gt;
* Ongoing demand for datacores and materials&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= What Can Be Invented? =&lt;br /&gt;
Invention applies to a wide range of Tech II items, including:&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 1. Ships ==&lt;br /&gt;
&lt;br /&gt;
* Frigates&lt;br /&gt;
* Destroyers&lt;br /&gt;
* Cruisers&lt;br /&gt;
* Battlecruisers (selected variants)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 2. Modules ==&lt;br /&gt;
&lt;br /&gt;
* Weapons&lt;br /&gt;
* Tank modules&lt;br /&gt;
* Electronic warfare modules&lt;br /&gt;
* Utility systems&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 3. Drones ==&lt;br /&gt;
&lt;br /&gt;
* Combat drones&lt;br /&gt;
* Logistics drones&lt;br /&gt;
* Electronic warfare drones&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 4. Ammunition and Charges ==&lt;br /&gt;
&lt;br /&gt;
* Tech II ammo types&lt;br /&gt;
* Specialized charges for advanced weapons&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= The Invention Process (High-Level) =&lt;br /&gt;
Invention follows a structured workflow:&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Step 1 – Create or Acquire a Tech I BPC ==&lt;br /&gt;
&lt;br /&gt;
* Blueprint copies are obtained through copying or market acquisition&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Step 2 – Gather Datacores ==&lt;br /&gt;
Datacores are consumed during invention.&lt;br /&gt;
&lt;br /&gt;
Common types include:&lt;br /&gt;
&lt;br /&gt;
* Engineering datacores&lt;br /&gt;
* Electronic datacores&lt;br /&gt;
* Mechanical datacores&lt;br /&gt;
* Science-specific variants&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Step 3 – Add Optional Components (Decryptors) ==&lt;br /&gt;
Decryptors modify:&lt;br /&gt;
&lt;br /&gt;
* Success chance&lt;br /&gt;
* Number of runs&lt;br /&gt;
* Material efficiency of resulting BPC&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Step 4 – Run Invention Job ==&lt;br /&gt;
The job is processed in an industry facility or structure.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Step 5 – Outcome ==&lt;br /&gt;
&lt;br /&gt;
* Success → Tech II BPC created&lt;br /&gt;
* Failure → materials consumed, no output&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Key Mechanics of Invention =&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 1. Success Chance ==&lt;br /&gt;
Invention is probabilistic, meaning:&amp;lt;blockquote&amp;gt;You are never guaranteed a Tech II blueprint copy&amp;lt;/blockquote&amp;gt;Success rate depends on:&lt;br /&gt;
&lt;br /&gt;
* Skills&lt;br /&gt;
* Datacore type and quantity&lt;br /&gt;
* Decryptor usage&lt;br /&gt;
* Base blueprint difficulty&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 2. Blueprint Runs ==&lt;br /&gt;
Successful invention produces a Tech II BPC with:&lt;br /&gt;
&lt;br /&gt;
* Limited number of manufacturing runs&lt;br /&gt;
* Fixed material requirements per run&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 3. Material Efficiency (ME) and Time Efficiency (TE) ==&lt;br /&gt;
Tech II BPCs include modifiers that affect:&lt;br /&gt;
&lt;br /&gt;
* Material consumption during manufacturing&lt;br /&gt;
* Production time&lt;br /&gt;
&lt;br /&gt;
Decryptors can improve or worsen these values.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Why Invention Matters in Industry =&lt;br /&gt;
Invention is critical because it:&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 1. Enables Tech II Production ==&lt;br /&gt;
Without invention, most Tech II items cannot be manufactured.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 2. Drives Datacore Demand ==&lt;br /&gt;
Datacores become a permanent industrial commodity market.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 3. Creates Industrial Entry Points ==&lt;br /&gt;
New players can enter Tech II industry without owning original blueprints.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 4. Supports Entire Supply Chains ==&lt;br /&gt;
Invention feeds into:&lt;br /&gt;
&lt;br /&gt;
* Reactions&lt;br /&gt;
* Manufacturing&lt;br /&gt;
* Market trading&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Costs Involved in Invention =&lt;br /&gt;
Invention is not free. Costs include:&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 1. Datacores ==&lt;br /&gt;
Primary recurring cost per attempt.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 2. Blueprint Copies ==&lt;br /&gt;
Each invention job consumes a BPC.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 3. Decryptors (Optional) ==&lt;br /&gt;
Used to improve outcomes but add significant cost.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 4. Facility Fees ==&lt;br /&gt;
Charged by structures or NPC stations.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 5. Opportunity Cost ==&lt;br /&gt;
Failed invention jobs consume time and materials without return.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Profitability of Invention =&lt;br /&gt;
Invention profitability depends on:&lt;br /&gt;
&lt;br /&gt;
* Cost of datacores&lt;br /&gt;
* Market price of Tech II output&lt;br /&gt;
* Success rate efficiency&lt;br /&gt;
* Decryptor usage strategy&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Key idea: ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Invention is profitable only when Tech II output margins exceed the cost of failed attempts.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Common Beginner Mistakes =&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 1. Ignoring failure rate ==&lt;br /&gt;
Many beginners assume every invention job produces a blueprint.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 2. Overusing expensive decryptors ==&lt;br /&gt;
Can destroy profit margins if not calculated properly.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 3. Invention without market research ==&lt;br /&gt;
Producing unprofitable Tech II items.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 4. Not scaling invention properly ==&lt;br /&gt;
Too few jobs = inconsistent supply chains.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 5. Misjudging datacore costs ==&lt;br /&gt;
Datacores are often the largest ongoing expense.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Where Invention Fits in Industry =&lt;br /&gt;
Invention sits between:&lt;br /&gt;
&lt;br /&gt;
Tech I Production&lt;br /&gt;
&lt;br /&gt;
↓&lt;br /&gt;
&lt;br /&gt;
Invention (BPC → T2 BPC)&lt;br /&gt;
&lt;br /&gt;
↓&lt;br /&gt;
&lt;br /&gt;
Tech II Manufacturing&lt;br /&gt;
&lt;br /&gt;
↓&lt;br /&gt;
&lt;br /&gt;
Market / Fleet Use&lt;br /&gt;
&lt;br /&gt;
It is the &amp;#039;&amp;#039;&amp;#039;gateway step&amp;#039;&amp;#039;&amp;#039; into advanced industry.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Final Summary =&lt;br /&gt;
Invention in EVE Online is the process of converting Tech I blueprint copies into Tech II blueprint copies using datacores, optional decryptors, and probability-based outcomes. It is the foundation of Tech II industry and enables the production of advanced ships, modules, drones, and ammunition.&lt;br /&gt;
&lt;br /&gt;
While it offers a scalable entry point into high-end manufacturing, invention introduces complexity through success rates, material costs, and market dependency. Profitability depends on careful balancing of input costs versus Tech II output value.&lt;br /&gt;
&lt;br /&gt;
In essence, invention is the bridge between basic manufacturing and advanced industrial production—and mastering it is essential for any industrialist aiming to operate in Tech II markets.&lt;/div&gt;</summary>
		<author><name>Xenunim</name></author>
	</entry>
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