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