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	<updated>2026-08-04T00:26:19Z</updated>
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		<summary type="html">&lt;p&gt;EveSDE: add {{#eveaccess:public}}&lt;/p&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;= Tech III Manufacturing Overview =&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;= Tech III Manufacturing Overview =&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=Tech_III_Manufacturing_Overview&amp;diff=121066&amp;oldid=prev</id>
		<title>Xenunim: Created page with &quot; = Tech III Manufacturing Overview = Tech III manufacturing in EVE Online represents the most advanced and complex tier of standard industrial production. It sits above Tech II production in both difficulty and flexibility, combining &#039;&#039;&#039;wormhole-derived materials, reverse engineering, and subsystem assembly&#039;&#039;&#039; into highly customizable ships and components.  Unlike Tech I and Tech II industry, Tech III production is not just about efficiency—it is about &#039;&#039;&#039;adaptability,...&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.eve-emu.com/index.php?title=Tech_III_Manufacturing_Overview&amp;diff=121066&amp;oldid=prev"/>
		<updated>2026-07-05T16:13:24Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot; = Tech III Manufacturing Overview = Tech III manufacturing in EVE Online represents the most advanced and complex tier of standard industrial production. It sits above Tech II production in both difficulty and flexibility, combining &amp;#039;&amp;#039;&amp;#039;wormhole-derived materials, reverse engineering, and subsystem assembly&amp;#039;&amp;#039;&amp;#039; into highly customizable ships and components.  Unlike Tech I and Tech II industry, Tech III production is not just about efficiency—it is about &amp;#039;&amp;#039;&amp;#039;adaptability,...&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;
= Tech III Manufacturing Overview =&lt;br /&gt;
Tech III manufacturing in EVE Online represents the most advanced and complex tier of standard industrial production. It sits above Tech II production in both difficulty and flexibility, combining &amp;#039;&amp;#039;&amp;#039;wormhole-derived materials, reverse engineering, and subsystem assembly&amp;#039;&amp;#039;&amp;#039; into highly customizable ships and components.&lt;br /&gt;
&lt;br /&gt;
Unlike Tech I and Tech II industry, Tech III production is not just about efficiency—it is about &amp;#039;&amp;#039;&amp;#039;adaptability, specialization, and managing multiple fragmented supply chains at once&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= What Is Tech III Manufacturing? =&lt;br /&gt;
Tech III manufacturing is the process of:&amp;lt;blockquote&amp;gt;Producing advanced modular ships and subsystems using wormhole materials, ancient relics, and reverse-engineered blueprint copies.&amp;lt;/blockquote&amp;gt;It is the most flexible ship class system in EVE Online, allowing players to configure ships for specific roles.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= What Makes Tech III Different? =&lt;br /&gt;
Tech III industry is fundamentally different from Tech I and Tech II because:&lt;br /&gt;
&lt;br /&gt;
* Materials come mainly from &amp;#039;&amp;#039;&amp;#039;wormhole space&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Blueprints are obtained through &amp;#039;&amp;#039;&amp;#039;reverse engineering&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Ships are &amp;#039;&amp;#039;&amp;#039;modular and customizable&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Production chains are highly fragmented&lt;br /&gt;
&lt;br /&gt;
Instead of linear production, Tech III is a &amp;#039;&amp;#039;&amp;#039;multi-layered engineering system&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= What Can Be Manufactured in Tech III? =&lt;br /&gt;
Tech III production is divided into three main categories:&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 1. Strategic Cruisers ==&lt;br /&gt;
Fully modular ships that can change roles.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* Heavy combat platforms&lt;br /&gt;
* Covert operations ships&lt;br /&gt;
* Electronic warfare platforms&lt;br /&gt;
* Logistics and support variants&lt;br /&gt;
&lt;br /&gt;
Each hull can be configured with different subsystems.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 2. Tactical Destroyers ==&lt;br /&gt;
Flexible destroyer-class ships with multiple modes:&lt;br /&gt;
&lt;br /&gt;
* Defensive mode&lt;br /&gt;
* Speed mode&lt;br /&gt;
* Sharpshooting mode&lt;br /&gt;
* Utility mode&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 3. Tech III Subsystems ==&lt;br /&gt;
These are the core building blocks of Tech III ships.&lt;br /&gt;
&lt;br /&gt;
Subsystem types include:&lt;br /&gt;
&lt;br /&gt;
* Offensive systems&lt;br /&gt;
* Defensive systems&lt;br /&gt;
* Propulsion systems&lt;br /&gt;
* Electronics systems&lt;br /&gt;
* Core systems&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= How Tech III Manufacturing Works =&lt;br /&gt;
Tech III production is built on a reverse-engineering system.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Step 1 – Acquire Ancient Relics ==&lt;br /&gt;
Found in:&lt;br /&gt;
&lt;br /&gt;
* Wormhole sites&lt;br /&gt;
* Data exploration sites&lt;br /&gt;
* Sleeper caches&lt;br /&gt;
&lt;br /&gt;
These provide the foundation for T3 production.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Step 2 – Reverse Engineering ==&lt;br /&gt;
Relics are processed into:&amp;lt;blockquote&amp;gt;Tech III blueprint copies (with variable outcomes)&amp;lt;/blockquote&amp;gt;This step is probabilistic and can produce:&lt;br /&gt;
&lt;br /&gt;
* Subsystem blueprints&lt;br /&gt;
* Ship hull blueprints&lt;br /&gt;
* Failed attempts (consuming materials)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Step 3 – Gather Wormhole Materials ==&lt;br /&gt;
Core inputs include:&lt;br /&gt;
&lt;br /&gt;
* Fullerene gases&lt;br /&gt;
* Sleeper components&lt;br /&gt;
* Ancient salvage materials&lt;br /&gt;
&lt;br /&gt;
These are unique to wormhole space.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Step 4 – Manufacture Subsystems ==&lt;br /&gt;
Subsystems are built individually and then assembled later.&lt;br /&gt;
&lt;br /&gt;
Each subsystem defines:&lt;br /&gt;
&lt;br /&gt;
* Ship role&lt;br /&gt;
* Bonuses&lt;br /&gt;
* Fitting capability&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Step 5 – Assemble Final Ship ==&lt;br /&gt;
Subsystems are combined with a hull to create:&amp;lt;blockquote&amp;gt;A fully functional Tech III ship&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Key Features of Tech III Manufacturing =&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 1. Modular Ship Design ==&lt;br /&gt;
Unlike fixed-role ships:&lt;br /&gt;
&lt;br /&gt;
* Players choose subsystems&lt;br /&gt;
* Ships can be reconfigured (to some extent)&lt;br /&gt;
* Roles are highly flexible&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 2. Wormhole Dependency ==&lt;br /&gt;
Tech III production relies heavily on:&lt;br /&gt;
&lt;br /&gt;
* Wormhole exploration&lt;br /&gt;
* Sleeper combat sites&lt;br /&gt;
* Gas harvesting&lt;br /&gt;
&lt;br /&gt;
This makes supply chains geographically limited.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 3. Reverse Engineering System ==&lt;br /&gt;
Blueprint acquisition is not guaranteed:&lt;br /&gt;
&lt;br /&gt;
* Success rates vary&lt;br /&gt;
* Outputs are inconsistent&lt;br /&gt;
* Materials are consumed even on failure&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 4. Multi-Stage Production ==&lt;br /&gt;
Unlike Tech II, Tech III requires:&lt;br /&gt;
&lt;br /&gt;
* Blueprint creation&lt;br /&gt;
* Subsystem manufacturing&lt;br /&gt;
* Final assembly&lt;br /&gt;
&lt;br /&gt;
Each stage is a separate industrial chain.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Materials Used in Tech III Production =&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 1. Fullerene Gases ==&lt;br /&gt;
Used in:&lt;br /&gt;
&lt;br /&gt;
* Subsystem construction&lt;br /&gt;
* Advanced polymers&lt;br /&gt;
* High-end reactions&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 2. Sleeper Components ==&lt;br /&gt;
Recovered from wormhole PvE content.&lt;br /&gt;
&lt;br /&gt;
Used in:&lt;br /&gt;
&lt;br /&gt;
* Hull construction&lt;br /&gt;
* Advanced structural systems&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 3. Ancient Relics ==&lt;br /&gt;
Used for:&lt;br /&gt;
&lt;br /&gt;
* Reverse engineering blueprints&lt;br /&gt;
* Unlocking production pathways&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 4. Salvaged Materials ==&lt;br /&gt;
Provide:&lt;br /&gt;
&lt;br /&gt;
* Structural components&lt;br /&gt;
* Rare industrial inputs&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Profitability of Tech III Manufacturing =&lt;br /&gt;
Tech III industry can be extremely profitable but is also high-risk.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Profit drivers: ==&lt;br /&gt;
&lt;br /&gt;
=== 1. High Demand Ships ===&lt;br /&gt;
Strategic cruisers are widely used in:&lt;br /&gt;
&lt;br /&gt;
* PvP fleets&lt;br /&gt;
* Wormhole space&lt;br /&gt;
* Specialized PvE&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 2. Supply Constraints ===&lt;br /&gt;
Wormhole materials are:&lt;br /&gt;
&lt;br /&gt;
* Hard to access&lt;br /&gt;
* Regionally limited&lt;br /&gt;
* Risky to transport&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 3. Complexity Barrier ===&lt;br /&gt;
Few industrialists fully engage in Tech III production, reducing competition.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Costs in Tech III Industry =&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 1. Exploration Costs ==&lt;br /&gt;
&lt;br /&gt;
* Wormhole scanning&lt;br /&gt;
* Site clearing&lt;br /&gt;
* Gas harvesting operations&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 2. Reverse Engineering Costs ==&lt;br /&gt;
&lt;br /&gt;
* Relic consumption&lt;br /&gt;
* Failed blueprint attempts&lt;br /&gt;
* Datacore-like inputs&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 3. Manufacturing Costs ==&lt;br /&gt;
&lt;br /&gt;
* Subsystem production&lt;br /&gt;
* Hull assembly&lt;br /&gt;
* Facility taxes&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 4. Logistics Costs ==&lt;br /&gt;
&lt;br /&gt;
* Wormhole hauling risk&lt;br /&gt;
* Nullsec transport routes&lt;br /&gt;
* High-value cargo exposure&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 5. Opportunity Cost ==&lt;br /&gt;
Time spent in wormholes and production chains.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Tech III vs Tech II Manufacturing =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Tech II&lt;br /&gt;
!Tech III&lt;br /&gt;
|-&lt;br /&gt;
|Material source&lt;br /&gt;
|Moon / gas / reactions&lt;br /&gt;
|Wormholes&lt;br /&gt;
|-&lt;br /&gt;
|Blueprint system&lt;br /&gt;
|Invention&lt;br /&gt;
|Reverse engineering&lt;br /&gt;
|-&lt;br /&gt;
|Ship structure&lt;br /&gt;
|Fixed&lt;br /&gt;
|Modular&lt;br /&gt;
|-&lt;br /&gt;
|Complexity&lt;br /&gt;
|High&lt;br /&gt;
|Very high&lt;br /&gt;
|-&lt;br /&gt;
|Supply stability&lt;br /&gt;
|Moderate&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Profit potential&lt;br /&gt;
|High&lt;br /&gt;
|Very high (but volatile)&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Common Tech III Strategies =&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 1. Wormhole Integration ==&lt;br /&gt;
&lt;br /&gt;
* Control wormhole operations&lt;br /&gt;
* Harvest gas and salvage directly&lt;br /&gt;
* Feed internal production chains&lt;br /&gt;
&lt;br /&gt;
✔ High efficiency&lt;br /&gt;
&lt;br /&gt;
⚠ High risk&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 2. Subsystem Specialisation ==&lt;br /&gt;
&lt;br /&gt;
* Focus on one subsystem type&lt;br /&gt;
* Build consistent supply chain&lt;br /&gt;
* Reduce market volatility exposure&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 3. Hull Assembly Focus ==&lt;br /&gt;
&lt;br /&gt;
* Buy subsystems externally&lt;br /&gt;
* Focus only on final ship assembly&lt;br /&gt;
* Reduce production complexity&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 4. Market Arbitrage ==&lt;br /&gt;
&lt;br /&gt;
* Buy subsystems in low-demand regions&lt;br /&gt;
* Sell assembled ships in high-demand hubs&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Common Beginner Mistakes =&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 1. Entering without wormhole knowledge ==&lt;br /&gt;
Tech III depends heavily on wormhole mechanics.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 2. Ignoring failure rates ==&lt;br /&gt;
Reverse engineering is not guaranteed.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 3. Overextending production chains ==&lt;br /&gt;
Too many subsystem types increases complexity dramatically.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 4. Underestimating logistics risk ==&lt;br /&gt;
Wormhole hauling is high-risk, high-value transport.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 5. Poor market selection ==&lt;br /&gt;
Some Tech III ships have low demand despite high production cost.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Where Tech III Fits in Industry =&lt;br /&gt;
Tech III sits at the top of the production hierarchy:&lt;br /&gt;
&lt;br /&gt;
Mining / Exploration&lt;br /&gt;
&lt;br /&gt;
↓&lt;br /&gt;
&lt;br /&gt;
Wormhole Salvage &amp;amp; Gas Harvesting&lt;br /&gt;
&lt;br /&gt;
↓&lt;br /&gt;
&lt;br /&gt;
Reverse Engineering&lt;br /&gt;
&lt;br /&gt;
↓&lt;br /&gt;
&lt;br /&gt;
Subsystem Manufacturing&lt;br /&gt;
&lt;br /&gt;
↓&lt;br /&gt;
&lt;br /&gt;
Ship Assembly&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;most complex industrial ecosystem in EVE Online&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Final Summary =&lt;br /&gt;
Tech III manufacturing in EVE Online is the production of highly modular, advanced ships and subsystems using wormhole-derived materials and reverse engineering. It is the most complex industrial system in the game, combining exploration, salvage, invention-like mechanics, and multi-stage manufacturing into a single supply chain.&lt;br /&gt;
&lt;br /&gt;
While it offers some of the highest profit potential in industry, it also carries significant risk due to unstable supply chains, high logistics exposure, and inconsistent blueprint generation.&lt;br /&gt;
&lt;br /&gt;
In essence, Tech III manufacturing is not just industry—it is a fully integrated economic system built on exploration, engineering, and advanced production management.&lt;/div&gt;</summary>
		<author><name>Xenunim</name></author>
	</entry>
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