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		<updated>2026-07-09T11:24:36Z</updated>

		<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;= Tech II Manufacturing Explained =&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 II Manufacturing Explained =&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_II_Manufacturing_Explained&amp;diff=121065&amp;oldid=prev</id>
		<title>Xenunim: Created page with &quot; = Tech II Manufacturing Explained = Tech II manufacturing is one of the most important and profitable industrial systems in EVE Online. It sits at the top of the standard production chain and turns advanced materials—created through reactions and invention—into high-value ships, modules, drones, and ammunition.  Unlike Tech I production, Tech II manufacturing is not just about building items. It is about managing &#039;&#039;&#039;complex supply chains, invention outputs, and reac...&quot;</title>
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		<updated>2026-07-05T16:07:58Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot; = Tech II Manufacturing Explained = Tech II manufacturing is one of the most important and profitable industrial systems in EVE Online. It sits at the top of the standard production chain and turns advanced materials—created through reactions and invention—into high-value ships, modules, drones, and ammunition.  Unlike Tech I production, Tech II manufacturing is not just about building items. It is about managing &amp;#039;&amp;#039;&amp;#039;complex supply chains, invention outputs, and reac...&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 II Manufacturing Explained =&lt;br /&gt;
Tech II manufacturing is one of the most important and profitable industrial systems in EVE Online. It sits at the top of the standard production chain and turns advanced materials—created through reactions and invention—into high-value ships, modules, drones, and ammunition.&lt;br /&gt;
&lt;br /&gt;
Unlike Tech I production, Tech II manufacturing is not just about building items. It is about managing &amp;#039;&amp;#039;&amp;#039;complex supply chains, invention outputs, and reaction materials&amp;#039;&amp;#039;&amp;#039; in a tightly connected economic system.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= What Is Tech II Manufacturing? =&lt;br /&gt;
Tech II manufacturing is the process of:&amp;lt;blockquote&amp;gt;Producing advanced (Tech II) items using Tech II blueprint copies (T2 BPCs), which require invention and reaction materials.&amp;lt;/blockquote&amp;gt;It represents the final production step before items enter the player market or fleet usage.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Where Tech II Manufacturing Fits in Industry =&lt;br /&gt;
The Tech II production chain looks like this:&lt;br /&gt;
&lt;br /&gt;
Tech I Production → Blueprint Copies&lt;br /&gt;
&lt;br /&gt;
↓&lt;br /&gt;
&lt;br /&gt;
Invention → Tech II BPCs&lt;br /&gt;
&lt;br /&gt;
↓&lt;br /&gt;
&lt;br /&gt;
Reactions → Advanced materials&lt;br /&gt;
&lt;br /&gt;
↓&lt;br /&gt;
&lt;br /&gt;
Tech II Manufacturing → Final products&lt;br /&gt;
&lt;br /&gt;
↓&lt;br /&gt;
&lt;br /&gt;
Market / Fleet Use&lt;br /&gt;
&lt;br /&gt;
Tech II manufacturing is the &amp;#039;&amp;#039;&amp;#039;final assembly stage&amp;#039;&amp;#039;&amp;#039; of this system.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= What Can Be Manufactured in Tech II? =&lt;br /&gt;
Tech II industry covers a wide range of high-performance items.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 1. Tech II Ships ==&lt;br /&gt;
&lt;br /&gt;
* Assault Frigates&lt;br /&gt;
* Heavy Assault Cruisers&lt;br /&gt;
* Interceptors&lt;br /&gt;
* Logistics ships&lt;br /&gt;
* Stealth bombers&lt;br /&gt;
* Command destroyers&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 2. Tech II Modules ==&lt;br /&gt;
&lt;br /&gt;
* Weapons (lasers, hybrids, projectiles)&lt;br /&gt;
* Shield and armor hardeners&lt;br /&gt;
* Damage upgrades&lt;br /&gt;
* Propulsion modules&lt;br /&gt;
* Electronic warfare systems&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 3. Tech II Drones ==&lt;br /&gt;
&lt;br /&gt;
* Light, medium, and heavy combat drones&lt;br /&gt;
* Electronic warfare drones&lt;br /&gt;
* Logistics drones&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 4. Tech II Ammunition ==&lt;br /&gt;
&lt;br /&gt;
* Advanced turret ammo&lt;br /&gt;
* Missiles and rockets&lt;br /&gt;
* Specialized charges for high-end weapons&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= How Tech II Manufacturing Works =&lt;br /&gt;
Tech II manufacturing uses &amp;#039;&amp;#039;&amp;#039;Tech II blueprint copies (T2 BPCs)&amp;#039;&amp;#039;&amp;#039; created through invention.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Step 1 – Acquire a Tech II BPC ==&lt;br /&gt;
Obtained via:&lt;br /&gt;
&lt;br /&gt;
* Invention&lt;br /&gt;
* Limited market trading (rare cases)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Step 2 – Gather Materials ==&lt;br /&gt;
Tech II manufacturing requires:&lt;br /&gt;
&lt;br /&gt;
=== 1. Reactions-based materials ===&lt;br /&gt;
&lt;br /&gt;
* Advanced polymers&lt;br /&gt;
* Composite materials&lt;br /&gt;
* Moon-derived components&lt;br /&gt;
&lt;br /&gt;
=== 2. Tech I base items ===&lt;br /&gt;
&lt;br /&gt;
* Tech I hulls or components&lt;br /&gt;
* Basic modules or frames&lt;br /&gt;
&lt;br /&gt;
=== 3. Additional inputs (varies by item) ===&lt;br /&gt;
&lt;br /&gt;
* Datacore-derived components&lt;br /&gt;
* Specialized industrial materials&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Step 3 – Install Manufacturing Job ==&lt;br /&gt;
Run the job in:&lt;br /&gt;
&lt;br /&gt;
* NPC station (higher fees)&lt;br /&gt;
* Player structure (lower costs, bonuses)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Step 4 – Wait for Completion ==&lt;br /&gt;
Production time varies depending on:&lt;br /&gt;
&lt;br /&gt;
* Item complexity&lt;br /&gt;
* Skills&lt;br /&gt;
* Structure bonuses&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Step 5 – Collect Output ==&lt;br /&gt;
Finished Tech II items are delivered for:&lt;br /&gt;
&lt;br /&gt;
* Market sale&lt;br /&gt;
* Corp usage&lt;br /&gt;
* Fleet supply&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Key Differences Between Tech I and Tech II Manufacturing =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Tech I&lt;br /&gt;
!Tech II&lt;br /&gt;
|-&lt;br /&gt;
|Complexity&lt;br /&gt;
|Low&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Input materials&lt;br /&gt;
|Minerals&lt;br /&gt;
|Reactions + Tech I items&lt;br /&gt;
|-&lt;br /&gt;
|Blueprint access&lt;br /&gt;
|Direct&lt;br /&gt;
|Invention required&lt;br /&gt;
|-&lt;br /&gt;
|Profit margins&lt;br /&gt;
|Low&lt;br /&gt;
|Higher potential&lt;br /&gt;
|-&lt;br /&gt;
|Market demand&lt;br /&gt;
|Stable&lt;br /&gt;
|Competitive&lt;br /&gt;
|-&lt;br /&gt;
|Skill requirement&lt;br /&gt;
|Basic&lt;br /&gt;
|Advanced&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Why Tech II Manufacturing Is Profitable =&lt;br /&gt;
Tech II items are valuable because:&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 1. Higher Performance ==&lt;br /&gt;
Tech II items outperform Tech I in almost every category:&lt;br /&gt;
&lt;br /&gt;
* Damage output&lt;br /&gt;
* Tanking ability&lt;br /&gt;
* Speed and efficiency&lt;br /&gt;
&lt;br /&gt;
This creates constant demand.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 2. Production Complexity ==&lt;br /&gt;
Not everyone can produce Tech II items because:&lt;br /&gt;
&lt;br /&gt;
* Invention is required&lt;br /&gt;
* Reaction chains are required&lt;br /&gt;
* Supply chains are complex&lt;br /&gt;
&lt;br /&gt;
This limits competition.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 3. Multi-Step Industry Chain ==&lt;br /&gt;
Profit is created across multiple layers:&lt;br /&gt;
&lt;br /&gt;
* Mining&lt;br /&gt;
* Reactions&lt;br /&gt;
* Invention&lt;br /&gt;
* Manufacturing&lt;br /&gt;
&lt;br /&gt;
Each stage adds value.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Costs in Tech II Manufacturing =&lt;br /&gt;
Tech II production is expensive and layered.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 1. Material Costs ==&lt;br /&gt;
&lt;br /&gt;
* Reaction materials&lt;br /&gt;
* Tech I components&lt;br /&gt;
* Advanced industrial inputs&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 2. Blueprint Costs ==&lt;br /&gt;
&lt;br /&gt;
* Invention expenses (datacores, BPCs, decryptors)&lt;br /&gt;
* Failed invention attempts&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 3. Facility Costs ==&lt;br /&gt;
&lt;br /&gt;
* Manufacturing taxes&lt;br /&gt;
* Structure usage fees&lt;br /&gt;
* Reaction facility costs (indirect)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 4. Logistics Costs ==&lt;br /&gt;
&lt;br /&gt;
* Hauling materials&lt;br /&gt;
* Transporting finished goods&lt;br /&gt;
* Risk of loss in transit&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 5. Opportunity Cost ==&lt;br /&gt;
Capital and time locked in production cycles.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Profitability of Tech II Manufacturing =&lt;br /&gt;
Tech II profitability depends on:&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 1. Market Price of Final Product ==&lt;br /&gt;
&lt;br /&gt;
* Jita price is the primary benchmark&lt;br /&gt;
* Regional demand affects margins&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 2. Cost of Inputs ==&lt;br /&gt;
&lt;br /&gt;
* Reaction efficiency&lt;br /&gt;
* Buy order usage&lt;br /&gt;
* Supply chain optimisation&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 3. Competition Level ==&lt;br /&gt;
&lt;br /&gt;
* Highly competitive items have thin margins&lt;br /&gt;
* Niche items often have better profit&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 4. Production Efficiency ==&lt;br /&gt;
&lt;br /&gt;
* Structure bonuses&lt;br /&gt;
* Skill levels&lt;br /&gt;
* Job throughput optimisation&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Common Tech II Manufacturing Strategies =&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 1. Vertical Integration ==&lt;br /&gt;
Control the entire chain:&lt;br /&gt;
&lt;br /&gt;
* Mine materials&lt;br /&gt;
* Run reactions&lt;br /&gt;
* Invent blueprints&lt;br /&gt;
* Manufacture final goods&lt;br /&gt;
&lt;br /&gt;
✔ Highest control over profit margins&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 2. Market-Driven Production ==&lt;br /&gt;
&lt;br /&gt;
* Buy inputs from market&lt;br /&gt;
* Manufacture only high-margin items&lt;br /&gt;
* Focus on fast-selling goods&lt;br /&gt;
&lt;br /&gt;
✔ Lower complexity&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 3. Specialisation Strategy ==&lt;br /&gt;
&lt;br /&gt;
* Focus on one ship or module line&lt;br /&gt;
* Master its entire production chain&lt;br /&gt;
* Scale efficiently&lt;br /&gt;
&lt;br /&gt;
✔ Stable long-term income&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Common Beginner Mistakes =&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 1. Ignoring invention cost ==&lt;br /&gt;
Failing to account for failed BPC attempts.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 2. Overpaying for reaction materials ==&lt;br /&gt;
Using sell orders instead of buy orders.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 3. Producing low-margin Tech II items ==&lt;br /&gt;
Not all Tech II goods are profitable.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 4. Overcomplicating production chains ==&lt;br /&gt;
Too many steps = unnecessary cost increases.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 5. Not checking market demand ==&lt;br /&gt;
Production without demand leads to stockpiles.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= How Tech II Manufacturing Connects to Industry =&lt;br /&gt;
Tech II manufacturing is the &amp;#039;&amp;#039;&amp;#039;final conversion point&amp;#039;&amp;#039;&amp;#039; in the industrial chain:&lt;br /&gt;
&lt;br /&gt;
Mining → Reactions → Invention → Tech II Manufacturing → Market&lt;br /&gt;
&lt;br /&gt;
It depends on:&lt;br /&gt;
&lt;br /&gt;
* Stable material supply&lt;br /&gt;
* Efficient reaction chains&lt;br /&gt;
* Successful invention output&lt;br /&gt;
* Market awareness&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Final Summary =&lt;br /&gt;
Tech II manufacturing in EVE Online is the process of turning advanced materials and invented blueprint copies into high-performance ships, modules, drones, and ammunition. It represents the final stage of the industrial production chain and relies heavily on reactions, invention, and supply chain efficiency.&lt;br /&gt;
&lt;br /&gt;
While it offers strong profit potential, Tech II manufacturing is complex and highly competitive. Success depends on controlling input costs, managing invention efficiency, and selecting the right products to manufacture based on market demand.&lt;br /&gt;
&lt;br /&gt;
In essence, Tech II manufacturing is where EVE industry becomes fully integrated—combining mining, reactions, invention, and market trading into a single, high-value production system.&lt;/div&gt;</summary>
		<author><name>Xenunim</name></author>
	</entry>
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