Showing posts with label tutorial. Show all posts
Showing posts with label tutorial. Show all posts

Monday, August 8, 2016

The Slow Summer - July Economic Report

It's been a busy summer, despite the hiatus.  The latest Economic Report numbers were particularly weak, and I was considering skipping the month.  But MarketsForISK has been publishing some serious articles and Delonewolf over at EVE Talk posted a review.



Though my fellow pundits took some serious dives into the data, I'd like to counterpoint with a more brisk review.  Be sure to check them out if you want more depth, but let's take a more general look at the stats.

Tell Me What You See

Ohboy, though last month's review was largely positive, thanks to "better than expected" activity metrics from the Serpentis event, July crashed down hard.  The month-to-month sinks and faucets chart was particularly troubling.


Though specific ISK sink/faucet numbers are in-line with the expected baseline, the Active ISK Delta (money leaving through inactive accounts) is worrying.  June's retraction was expected (WWB + Citadel) but July keeping up the trend is what concerns me.  Pair this with my favorite stat, ISK Velocity, and we're seeing a much harder retraction than I originally expected.



With the latest Blog Banter stirring the EVE Is Dying pot, these numbers could validate those looking to catastrophize.  I would not be so hasty to eulogize though.

Finding The Light

I don't think the numbers are all bad.  Looking at the net-trade and PVP stats, things are still pretty positive.  Are they breaking any records?  No.  But the activity is high enough to to be "normal" without having to panic.

NOTE: August dip due to database issue

Most market watchers have focused on the month-to-month net trade statistics (down 10-15% each month), but I've avoided them because I think they're a bit of a red herring.  For one, Feb-May numbers are much higher-than-average due to a series of effects all running together; so cooling should be expected.  Secondly, I think just talking about total-trade isn't as useful as splitting it up.  My analysis chops up the RMT markets (which make up a significant portion of the pie) and let us focus on the pieces.  This way we can see how each is moving to color the whole picture.

Material trade continues to be a hot market.  Those that are active in the game are still getting their content.  Also, as I've been saying since the last o7 show, it's an excellent time to be generating cash.  PLEX prices have only just recovered to the 1B mark (thanks to the AT auction).  The slump in the ship trade has me worried, but looking at the PVP statistics, it's hard to figure out what exactly is going on with PVP stats staying even while ships traded falls.


Lastly, we're still not quite seeing the cash-recovery I was expecting though, so there is still a lot of work left to be done to get back to truly normal levels.

Drawing Conclusions

It's easy to catastrophize in the summer.  Numbers tend to slump most at the end of July, campaigns slow, and CCP's news crawls through July/August due to vacation time.  I still believe there's enough on the plate this fall to be excited about, that as long as people don't get too bitter, there will be content to come back to once vacations end.

Looking externally, No Man's Sky is probably going to make the August numbers particularly bad.  Though, I do expect it to have a positive effect in the longer term, reigniting the hard-scifi spark that only a few games can, and perhaps bringing some contingent back for nostalgia.

If I may dip into Blog Banter territory and editorialize: it's a terrible time for picking out trends.  With the seasonal ebb and flow is at it's lowest point, drawing a line between June/July numbers would be Fox News grade cherry picking (o/ Sion).  Though I personally share a lot of Sugar Kyle's feelings of IRL vs EVE, and have been drifting more and more away from active play into a devfleet/metagame kind of role; like Jonny Pew, I just cannot drop the game entirely.  Is EVE going into a new chapter?  Absolutely.  Dying?  MMO's are dying, but I don't think EVE is doomed yet.

Thursday, June 9, 2016

Reading the Tea Leaves - May Econ Report

Props to CCP Quant sticking to a pretty reliable reporting schedule; May's Monthly Economic Report has been released!  I know the report can be a little sparse for the general reader, so let's walk through it.  Also, if you're interested in the specific stats, go check out Quant's EVE Vegas talk:



What does Lockefox Look For In These Reports?


re-crunched version from original
I like to jump straight to ISK velocity first thing. It has quickly become my favorite stat as an effective short-hand for "heat" or "energy" in the economic system. Also, when paired against PLEX, it helps complete the picture of cash-ISK supply/demand; proving out the demand side of the equation.

Personally, I've found the period since YC118.2 launched (skill trading) constantly surprising. With one feature, ISK velocities were doubled, and though it would be easy to think that it was just a flash, indicators have remained incredibly strong for several months. I continue to expect precipitous falls in each economic report, and I am surprised every month by just how much activity is out there.



To be an armchair-developer for a moment: ISK velocity stands as the primary indicator I would grade releases and development progress on. Where PVP activity is a decent waterline for some balance changes, World War Bee proves that can be a fickle line to balance against. PCU numbers are another popular open metric, but tend to be extremely noisy and seasonal, and less useful in the long run due to larger trends. ISK Velocity shows more directly cluster-wide activity and patch-performance.

Furthermore, it's a useful metric to explain some of the unprecedented PLEX performance since the start of the year. Looking at total cash supply, it’s very strange to see a protracted period of cash-decline. These coffers will need to be replaced, and though prices may be weak right now, PLEX should rise as balance sheets move back into the black.


What's Special About May's Report


The second piece of the econ reports I jump to is the faucet/sink accounting. A lot of armchair-developers like to wield faucet/sink mechanics haphazardly in their F&I ravings, and disregard the complexity of monetary policy. And though I have my own opinions about some faucets, CCP Quant's reports show balances moving in good directions while using sneakier and less mechanically direct methods than I would have originally considered.

April and May's reports show a couple of interesting trends.


First, as Quant pointed out in April's report, it's the first time we've really seen a net-negative balance sheet here; and May continues that trend. And second, the the amount of cash in the Active ISK Delta is particularly high given the launch of the brave-new-world of Citadels. This is probably due to some amount of summer slump, and a healthy amount of fallout from WWB winding down. I'll be interested to see just where Active ISK Delta goes in the longer term.

It’s tempting to read the nearly 2 Trillion ISK shortfall as a bad omen, but if you zoom in on the production numbers, you'll see where all that ISK went: Citadels


It's hard to talk about how much impact Citadels will have in the long run yet. I think we need one more month of statistics before we can really see the entire citadel picture solidify. Pair that with the blind-spot the CREST/XML API's have for tracking citadels, and it is extremely difficult to do independent analysis of their rollout.

Other Trends


I find it interesting pairing the general kill statistics vs ISK velocity. We see a weak correlation during the YC118.3 spike around WWB, but ISK velocities remained strong until the end of May despite a retraction of PVP activity. Though I expect PVP numbers to stay weak over the summer, the general activity statistics should remain strong.

If I were to peer into my crystal ball for the summer, I would hope we're heading toward a period of stability. Skill Trading, WWB, and Citadels moved so much liquid ISK around, and destroyed a good amount of that cash and material, that I would think many need a period of reprieve to recover from the hangover. Also, the destruction rate for citadels is higher than I expected, so we should still see a somewhat higher clip for material consumption.

I originally pointed at PLEX and figured we would start slowly swinging the balance back, as people move to refill their coffers, but sales and general instability have dropped the price again from 900M to 850M. I do expect a hot fall/winter after this summer, so it would be an excellent chance to recuperate and prepare for new changes and territory battles in the most valuable pieces of space.

Thursday, February 4, 2016

How I Data Science - Hunting For Trends

Long time friend Blake at k162space.com has been pumping out some really exciting work around NPC-kill rates.  He recently poked me about taking that raw data forward to something with more teeth, and after futzing with it for about an hour, came out with some interesting data.

His inquiry reminded me of a common question I receive: How do I get into data science?  So, this blog is going to be a bit more long/technical than the recent fare.  We're going to walk step-by-step through the investigation process and I'll try to illustrate what I see as we go along.  The readouts were generated using JMP, only because it's faster to use than R.  This entire process can be done in R, and I can revisit with more specific R samples if its requested.

Let's take a look:

Sunday, July 20, 2014

Building Better Spreadsheets - Crius Toolset

Crius releases on Tuesday, and most industrialists are scrambling to replace their spreadsheets (I know I am).  What's worse, the job-cost equation requires live data from the game, which can be difficult for someone relying on spreadsheet feeds.  Fear not!  I have great news!

Crius Feeds In Google Spreadsheets

These functions let you read in the CREST/API feeds of common calls and import them directly into your spreadsheet.  Furthermore, the triggers are set up to automatically refresh the data periodically so your spreadsheet will always be up-to-date.  Though this is not an exhaustive API tool, and still could use some more features, it should be a huge leg up for any spreadsheet jockey.

Most of the feeds are designed to dump the entire feed, and don't offer much filtering in the call.  Instead, they were designed to be used in a reference sheet that could then be leveraged using VLOOKUP() or QUERY().  This might lead to some issues with complexity down the line, so I intend to eventually add some finer calls that will just return single-line kind of data.

Getting Started

Method 1: Clone the Master Spreadsheet

This will give you the tools and triggers, but will not stay up-to-date with the master sheet.  Until I can wrap up the code as a stand-alone Drive app, this will be the most stupid proof way to get a copy:
  1. Open the spreadsheet
  2. Go to File -> Make a Copy
  3. Set the name of your copy (do not share with collaborators)
  4. Remove any extra sheets/calls you need to and start developing your spreadsheet
This method is the easiest to start with, but has the issue that it will not keep current with updates.  

Method 2: Copy-Paste from Github

The codebase is free and open source, and is designed to be copy-pasted into the gdoc script interface.  This method is a little more tedious, but will be easy to copy updates as they come out.
  1. Get plain-text code from the GitHub repo
  2. In your spreadsheet, go to Tools -> Script Editor...
  3. This opens a new window.  Select "Blank Project" from the initialization prompt
  4. Copy the raw code into code.js space
  5. Set the name of the project
  6. Save the changes
  7. Configure the app triggers.  Set get/All functions to 1hr timers

This will give you all the utilities in a fresh, or existing codebase.  Also, configuring the triggers appropriately will keep the data up-to-date automatically.  It's technically optional, but without time triggers, it will require a fresh open to pull fresh data.

Also, as updates come out, you'll be able to drop in the new code.  I expect to keep this project backwards compatible, so each drop in should ADD features.  Though, of course, if you go editing the code, you will need to be more careful about dropping in changes.  

Function List

  • getPOS (keyID, vCode, header_bool, verbose_bool, test_server_boo l)
  • getFacilities (keyID, vCode, header_bool, verbose_bool, test_server_bool )
  • getIndustryJobs (keyID, vCode, header_bool, verbose_bool, test_server_bool )
  • getAvgVolume (days, item_id, region_id )
  • getVolumes (days, item_id, region_id )
  • AllItemPrices (header_bool, test_server_bool )
  • AllSystemIndexes (header_bool, test_server_bool )
  • AllTeams (header_bool, verbose_bool, test_server_bool )
  • AllAuctions (header_bool, verbose_bool, test_server_bool )
The functions are designed to be referenced as simply as possible.  CREST feeds like AllItemPrices and AllSystemIndexes can be referenced without arguments if desired.  Also, the classic API feeds are designed to return as much information as they can, with internal switches to try and use the /corp/Locations feeds if possible.  Also, most feeds come with a "verbose_bool" trigger to add/remove ugly or useless raw ID kind of data.  Lastly, the test_server_bool has been left in the release.  For TQ this value can either be blank or false.

Function guide below the cut

Tuesday, January 14, 2014

Everything You Never Wanted to Know: eveapi

This is going to be slightly misleading.  The purpose of this post is to showcase Entity's eveapi Python module, more than the official EVE API.  The ins-and-outs of large scale EVE API work require much more space than I have here, and I am not completely familiar with all the traps and holes.  Instead, this is meant as a first-pass guide to the API and how to leverage it in your custom code.  Also, this will only be about "v2" read-only options, since CREST is something else entirely and mostly a pipedream still.

EVE API Basics

The EVE API provides a read-only portal for apps to get game data.  This can be anything from skill plans, to industrial jobs, to wallet transactions, and more.  The API is accessed using a keyID/vCode combo, which is controlled through your account management page.  There, any feed can be enabled, or disabled, even the key can be set to expire or deleted entirely.  This gives account owners the means to have many APIs for any particular app or service.

A query looks like:


EVE's API returns follow the XML DOM structure.  This is a parsable tree that many code languages have easy methods to handle.  Javascript and Perl are my two personal favorites... Python's XML handler is kinda terrible.

Feeds

There are 4 kinds of feeds.  Account, Character, Corporation, and generic.  Each group has a use scheme, authentication requirements, and similar behavior.

Account Feeds

Account feeds are used to get general information about the key and do not require any special access.  They take a given keyID/vCode combo and return information about that key.  APIKeyInfo will tell you what type of key (Corporation or Character) and what feeds it can access.  Characters will tell you what characters are accessible by the account/key and general info like corporation name and characterID.  These feeds are meant to be used as a validation step.  If you are writing your own app, it's a good idea to validate against these resources, so you can handle errors such as API expiration or invalid key more gracefully.

Character Feeds

I won't break down every feed one-by-one, but Character Feeds are meant to give individual character data.  This can be troublesome if you are given a all-characters key, since the character list will need to be pulled from the Account/Characters feed.  

All of the Character feeds require a 3rd piece of the key, CharacterID.  So, if you wanted all the character sheets of one account, you would have to ask up to 3 times: one for each CharacterID.  

Corporation Feeds

Like Character Feeds, Corporation Feeds require a specific API to access.  These API keys can only be generated by CEO/directors.  The access/information is completely separated from Character Feeds: one cannot access the other at all.

Corporation feeds say they need CharacterID in the documentation, but I believe most don't need it.  Also, the Starbase Detail requires itemID of the tower in question (found in the Starbase List).  As always, check documentation for feed specifics.

Generic Feeds

All other API feeds fall under a generic category and do not even require a keyID/vCode combo.  If you're looking for map info, or a characterID name conversion, or some basic stats, they can be accessed directly without a special key.  Also, cache and limits to these APIs tend to be much more generous.

Accessing Feeds

Authentication is a two factor process.  First, a key must be validated: make sure it's valid, the expected type, and not expired.  Second, to access a feed, it must have the valid "accessMask".  If one is not valid, the API will reject your request.

Every feed has a binary access mask.  To check if you have the right key for the feed in question:

if(API_accessMask & _feed_accessMask_) == _feed_access_mask_: 
    pass 
else:    #API will return HTTP:503 error
Using this snippet means you can access any feed the key gives access to, rather than hardcoding for a specific one-size-only key.  Seriously... I want to crush hands when a tool won't take a 'everything enabled' key

Best Practices

  • Follow cachedUntil guidelines
    • Should re-return same data until cachedUntil expires
    • Can lead to bans if ignored
  • Don't forget User-Agent in your request header
    • Gives admins a way to contact developers who are causing problems
  • Use gzip encoding in your request
  • Check the return header for more info

Using eveapi

Go crawl through some of the API documentation and look at the different returns each feed has.  Though there are some constant themes, each feed has completely different return structures.  If you were to write a new API tool from scratch, you could be faced with a feed-by-feed custom cruncher.  Instead of writing 70-80 custom functions, eveapi lets you get straight to the meat of each feed with a simple set of calls.

How does eveapi work?  It utilizes Python's magic methods to build classes and objects dynamically as they are called.  Though there is no specific auth.char.CharacterSheet() entry in the codebase, it builds the query on-the-fly from the names of each call.  There is a level of elegance and future-proofing that makes eveapi absolutely incredible.

Installing

It's meant as an importable module.  It's pretty easy to copy down a version from github.  Though, to keep a version in your repository current with its current repository, use git submodule.
From there, it's a simple import eveapi from eveapi, and you're ready to rock!  Since eveapi is just a Python module, it makes it very easy to include with a project for deployment where you may not have control of the Python version, like AppEngine.

Working with eveapi

eveapi comes with a tutorial program to show how some of its features work.  Here's a little more ELI5 approach:

1: Create an auth object for the key in question

Here we have 2 objects:
  • auth is a key-specific access token.  Used for any direct Character or Corporation feed access
  • api is the global api token.  Used for generic queries 

2: Validate the key credentials

Though an exception will be thrown when you try to access something you shouldn't, it's best to avoid the exception entirely.  With this code, we pull down the keyInfo, fetch the character list (which can also come from Characters), and validate that we can ask for the Character Sheet.  We could further validate that the account is even active with AccountStatus, but that requires more access than may be given.

3: Pull down relevant information



The art of eveapi is that it accepts the names straight from the <rowset> or any other tag and lets you crawl through with english instead of:
 ...getElementsByTagName(...)[0].firstChild.nodeValue 
--OR--
 for row in rowsets[0].getElementsByTagName("row"): 
   row.getAttribute(...)
Each feed can be accessed by name.  Just combine the /type/APIname without the .xml.aspx

The contents can be accessed by name.  If it's a list, check the <rowset name="[this one]">, if it's a text item, just reference the name.  It's deceptively simple!


Instead of getting hung up in the actual structure of each individual API, each element can be accessed directly, regardless if it's text/attribute/tag/etc.  This leaves more time for contributors to work on building real tools rather than becoming mired in feed-by-feed minutia.

This is by no means an exhaustive guide for EVE API or the eveapi module.  But this should cover the basics for those who may have been overwhelmed by the API feeds previously.

Wednesday, December 4, 2013

Better Piloting Through Chemistry

With all the recent PVP I've been doing in Aideron Robotics, chiefly against Russians in Old Man Gang, we've been faced with a higher class of solo/small-gang PVPer than any of us is used to.  Chiefly, the kind that ALWAYS has fleet boosts, and employs pirate implant sets.  These have made for some very tough nuts to crack, and have made defending Heydieles a real challenge.

Our answer has been to respond, as much as we can, in kind.  I've pushed two of my booster characters into the system with a full suite of fleet boosters.  I've been keeping a steady stream of fitted ships on contract where pilots can quickly grab them down and get back in the fight.  With the recent tide of allies and a generous US holiday, we've been able to turn the system in our favor.  Aideron Robotics has recently taken away OMG's POCOs (#1, #2), and really stomped down Caldari challenge to the system.

This isn't enough, and we've been scrambling for more to answer OMG.  There's no way we're going to push pilots into pirate sets and expect them to beat OMG at their own game, but we can leverage Combat Boosters!

The big problem with boosters though is convincing people to try them.  With the really steep penalties for use, and pain of transport/sale, most pilots completely discount them.  Though, if they are properly utilized, Boosters can be a real force multiplier when used in the right roles/ships.

Unfortunately, there are no really good definitive guides on drug use.  Ripard Teg's Fit of the Week segment usually highlights individual boosters when they make sense in a fit, and there are some written guides explaining how they work in wiki wall-o-text fashion, but there isn't a great go-to guide for them.  To push boosters on our greener members, and keep them active in our FC's minds for utilization, we need something better.

Making Infographics

Recently, Aideron Robotics has been pushing a "Making a Better Pilot" series.  Similar to a lot of TEST/CFC propaganda, cute infographics to try and curb bad behaviors or illustrate less-intuitive piloting ideas.  



Since my moon mining flow chart was so well received, especially with the siphon additions, I figured this was a good chance to fill a need.  Also, I'm eyeing Booster production, but the market throughput is kind of anemic, so I figured we could kill a lot of birds with one stone here:  Increase demand in general, improve Aideron performance in PVP, line the industry wallet, and contribute something to the overall meta (which I have been neglecting for the last month or so).

How It's Made

For the graphically retarded, Google Drawing in Google Docs is an absolute life saver.  Pair the image dumps(link) with some text and a little graph magic and GIMP.  The biggest problem I ran into is I wanted a radial bar graph... and had no easy way to make one.  Seriously... why is this so difficult?

What I Wanted

What I Made

The hope was to have a bit of a gauge to illustrate the various grades + skills combinations.  The hope was to illustrate that, with the appropriate skills, the chances of incurring a truly unacceptable penalty was very low.  Unfortunately, explaining probability to the masses is always a frustrating endeavor. Though I think I illustrated the reality pretty decently by pairing my chart with a character sheet view.  


Released infographics after the break!

Monday, July 22, 2013

Industry for Newbros

One question I was asked about in my Cap Stable interview that I felt I gave a crappy response to was: "What advice would you give the newbie player for industry".  I was also poked on twitter by someone fresh out of their trial with some general questions about getting into industry.

Also writing about this keeps me from making an ass of myself ranting about a rather public, melodramatic, rage-quit this weekend.

Day-0: I wanna craft things

For those who have yet to finish their trial or are still working on their first 1M SP, I have to put the breaks on.  EVE isn't your standard MMO and a large swath of the assumptions from other games do not apply here.  Before getting into meat-and-potatoes of EVE industry, I'd like to drive home some important themes to the greenest players.

Time is a precious resource:

It should be obvious from the skill system that EVE is a long and slow game.  Patience is the most precious resource and EVE is a game for tortoises.  Nearly nothing is instantaneous and most professions and endeavors require a long-view plan to execute.  The primary metric to keep in mind, when trying to grind cash, is ISK per hour.  Mission running, planetary interaction, mining, industry, hauling... all boil down to this critical metric: ISK/hour.

EVE does not have many "Low hanging fruits"

Long maligned as a "hard mode" kind of game, EVE does not look kindly on the brand new player.  As such, many of the traditional low hanging fruits designed to give the budding industrialist their foothold are actually ISK sinks and tend to prey on the under informed.  Most T1 manufacturing requires highly-researched Blueprint Originals (BPOs) and highly skilled characters to milk the razor-thin positive margin out of the traditional "newbie industry" route.  Also, products with livable margins are hidden away from the main stream, meaning newbies don't even know what products to look at when starting out.  Items like R.A.M. have decent margins for low-skilled characters to make ISK on... but new players do not understand what R.A.M. is even used for.  Guns, bullets, ships, modules, drones... these are the first places many people look to start an industry career and are historically poo

Everything has a price.

It is critical to remember that everything costs something in EVE.  It's easy to think that "mined minerals are free", but if your manufactured result does not add margin on the raw ore, then you're technically losing ISK.  In the end, your margins are payment for your time.  
  • Selling raw minerals to the market is ISK/hour for mining. 
  • Mission bounties are ISK/hour for missions
  • Salvaging is also ISK/hour for mission time
  • Building is ISK/hour for your manufacturing resources and time to gather everything

Day 30: Tutorials finished, I want industry as a profession

I really can only advise this path to those who decide that the high-sec/PVE lifestyle is their route.  To those who join up with TEST/Goon under their trial or take up FW as a low-SP calling, your path will be different.  My advice is aligned with my previous tutorial: Making an Industry Alt.

So you've read my tutorials and want to get into the world of T2 manufacturing.  At <5M SP, I believe this is a bad plan for making your EVE career long and enjoyable.  The skills required for T2 manufacturing do not have any bleed over into useful keyboard-time activities like missions, hauling, PI, or mining.  Also the plan does not have many corners to cut to make the tree half-useful at midpoints: it's basically an all-or-nothing plan.  My biggest advice to the new players is: Find something interesting to do FIRST, then come to industry.

If you're still insistent on being the Industry Czar, then let me outline a path that is more sustainable to long-term EVE career building rather than "hurry up and wait".
  • Invest some time into Planetary Interaction
  • Work toward a mining barge or exhumer
  • Work toward an orca
  • Get the basic skills for low-level manufacturing
    • Laboratory Operations 4
    • Mass Production 4
    • Production Efficiency 5
    • Science 5
    • Industry 5
Some pitfalls to avoid in your climb toward industry
  • DO NOT buy a bunch of BPOs: It's fine to grab some module BPOs to play with, but resist the siren call of ship BPOs
  • DO NOT stockpile a bunch of raw materials.  Cash is your friend
  • DO NOT get bent out of shape over ore-can theft.  Mining barges have ore holds now, they're baiting you to lose even more.
Just like you wouldn't (or shouldn't) rush to get into a battleship with nothing else to do nor the appropriate skills to use it well, T2 industry should be viewed with the same expectation.

Okay guru, 6mo in.  Can I industry now?!

Congratulations.  You've cultivated a primary (and maybe a secondary too) playstyle.  You have found a corp worth your time, and things to do when you're at the keyboard.  You have a steady income to fall back on if things go catastrophically bad.  Also, you have things to do while industry jobs cook.  Now, you are ready.

This would be an excellent chance to roll an alt.  Grinding up a pair of characters through the skill tree will mean you have twice as much horsepower to produce once you're done.  Also, doing the skill train on an alt means you can still focus on your main's goals and generate isk.  Now, instead of waiting to play until a goal is achieved, you're growing your pool of things to do.

Also, you will be armed with a better understanding of the game around you and be prepared to follow through on some extra expectations.

Things you will need to start your industry character:
  • 250M for skills per character
  • ~3-4M SP worth of skills
  • 150-200M for BPOs
  • 500M "production purse" per character
  • 1B for a brand new POS + mods (optional at start)
  • Access to an Orca or freighter
Since you waited until you had an income stream to start the industry skill grind, you have a means to generate the ISK required to start without being stuck with crappy half measures.  It will take 3-4 cycles to really reap the fruits of your labor and really get the hang of the process, but once you have the means, the machine becomes pretty self sufficient.

I know this reads like "need 2B to do T2 industry", but these are the upper limits of what you'll want on hand to just start the machine from cold.  In reality, a few weeks on the front end using some of the very-high-margin products and some hard work can help generate this final 2B target.  Once you've crossed that threshold, it becomes more about growing your project into the shape you want it to be.

Just remember industry is meant as a ISK generating activity, and takes a lot of effort to make it "primary play style".  Also, remember the lessons from my other invention tutorial.  Hope this helps some of the greener players out there who are interested in the creation/enabling side of the game!

Wednesday, July 10, 2013

Everything You Never Wanted to Know: Decryptors

Seems my tutorials are my most requested feature here on the blog. Unfortunately, I have been lacking an opportunity to write something that isn't already well covered elsewhere. Thankfully, Odyssey is an unending treasure trove of industry changes and provides the perfect opportunity to write a shiny new tutorial.

Decryptors - Augmenting Your Invention Results

I glanced over decryptors in my original invention tutorial. I had to skip the finer details and just leave the TL;DR that decryptors are an "advanced topic" for later discussion. The part I left out is that the largest revenue drivers really center around using decryptors effectively. As an operation evolves away from ISK being the limiting factor, and ambition moves toward ship production, it's absolutely critical to understand how decryptors work and how they can augment the outputs for maximum profit.

Before diving into the :math: and specifics, decryptors augment the invention results. Also, it's important to remember that decryptors are completely optional to the invention process.

Several classes of decryptor exist, and each class can modify the following:
  • Chance of Success (P[success])
  • Material Efficiency (ME)
  • Production Efficiency (PE)
  • Result Runs
By burning ONE decryptor along with the datacores in a single invention attempt, the resultant BPC will be different than default, if you succeed. This allows for a wide range of possibilities:
  • Need just one BPC with minimum attempts?
  • Need a large volume of final product?
  • Need the build to go faster than default?
  • Want to spend the least on materials?
Unfortunately, the interface and :math: are even less obvious than regular invention. Allow me to share some of my math and intuition so as to demystify the entire topic.

Decryptor :Math:

Copying

Before breaking down the decryptor accounting, it's important to review how copying works with invention.

For most modules/ammo/drones:
Runs/max_runs=x/10 runs T2 BPC
For ships, rigs, and some modules
 Runs/max_runs=1 run T2 BPC
That is to say, for modules/ammo/drones, it is important to have "full run" BPCs, where with ships/rigs/etc single-run BPCs are preferred.  Since some decryptors change the resultant runs, it's important to know which BPOs need full-run copies and which only need 1-run copies.  This will save you enormous ammounts of time that would outherwise be wasted.

The key to drive home here is: you need to know how many runs the resultant T2 BPC will have BEFORE applying decryptor modifiers.

Order of Operations

The order of operations for applying decryptor augmentations is a little counter intuitive.  The CHANCE modifier applies at the invent step, modifying the chance for success.  Runs, ME, and PE modifiers happen on top of the base result.  This can be a little difficult to understand at first, but once you understand the process, it is pretty easy to apply the modifiers correctly.

NOTE: EVE-id and EVEHQ are WRONG about the runs calculation.  The math was changed in Inferno and bpcs that default to 1-run do not require max-run T1 BPCs to apply extra runs correctly.  10-run BPCs still apply decryptors as expected (except in 1-run case).

Just to drive the point home, using a module case:

Probability Modifiers


The calculation for invention chance is not exactly user friendly. Decryptors add another level of obfuscation to the already weird calculation. Personally, I cheated and just copied the results from EVEHQ’s Prism tool, but some of the more adventurous out there might want to use the datadump for something a little more robust. Unfortunately, the queries aren’t exactly blog friendly, so I have included a link to a more complete walkthrough here.

The TL;DR on probability modifiers is they augment the initial chance for success. For example, if a decryptor had nothing but a probability modifier, you would still get the same default BPC, but instead get them more (or less) often as per the new weight of the coin toss.

Read more about the hardcore-code at the snippet page (UNDER CONSTRUCTION)

Accounting for Decryptors

Much like the :math: for Datacores, Decryptors follow a similar logic. For the purpose of making “good enough” predictions, some assumptions must be made:
  • Variance due to random probability will wash out with volume
  • Both new ME and decryptor use must be accounted for
  • Focus on generating correct price per unit (PPU)
When I account for decryptors the math is as follows:


Lastly, I like to standardize values by “Yield Per BPO Copied”. This gives a decent center point to start to compare options intelligently. You can also aim for “Max Built in a Week” as a compare point, but you may run into issues in actually inventing enough to actually meet those volumes. Also, don’t forget your base case when comparing options. A lot of blueprints will still be viable in their base case.

Example Case


Decrypt All The Things!

Now that we understand the accounting and effects of decryptors, let’s talk about when to use decryptors. First and foremost, it’s important to repeat that decryptors are completely optional and for a lot of products they may be a terrible idea. For instance, most modules will want to steer clear of decryptor use, where ships it’s usually advised to use them always.

As always, check your math before making investments. Though there are some general guidelines on what to use and why. In no particular order.

Also, remember that decryptors are racial specific. Thankfully, the decryptor names now match their relevant Data Interface.
Amarr = Occult
Caldari = Esoteric
Gallente = Incognito
Minmatar = Cryptic

Augmentation

  • +9 Runs
  • -2 ME
  • +1 PE
  • P[modifier]= 60% (-40%)
This decryptor is one of my favorites, but is usually malaligned. This decryptor screams terrible with both a ME penalty and a P[success] penalty. Though, when what you need is high volume on a product that is difficult to produce, this is the clear choice.

Personally, I really like this decryptor for T2 frigates, and certain modules where copying is prohibitive. With the invention time and very large %margins on frigates it can be difficult to really get enough units to market. With the Augmentation decryptor, you trade a lower number of BPC’s for a much higher final number of products. Also, this decryptor tends to be very cheap, and once you factor it against the +9 runs, its cost becomes close to negligible.

Though watch out, the critical metric in T2 production is ME. Each tick lower increases the waste factor by 10%, which means the resultant BPC will be 20% more expensive than the base result. This is a decryptor that is awesome where its needed to augment volume but largely useless otherwise.

Optimized Augmentation

  • +7 Runs
  • +2 ME
  • +0 PE
  • P[modifier] = 90% (-10%)
Odyssey introduced two “optimized” decryptors to pair with the old “best” and “worst” decryptors. This one is very interesting because it pairs the added runs with an added ME. So, where the base Augmentation decryptor was a trade off between volume and price-per-unit, the Optimized Augmentation variant trades that choice for a win on all fronts. Even the -10% P[success] modifier is nearly negligible, when you factor some items base-chances.

But, obvious winner is obvious, and the market is quickly settling into a place where this choice is well balanced against its base counterpart. I personally have taken the opportunity to stock some of these decryptors for a rainy day, as a purpose to quickly pounce on something with a lot of volume when the price spikes (+2 ME lowers PPU), but I haven’t been won over to abandon its base counterpart yet.

Symmetry

  • +2 Runs
  • +1 ME
  • +4 PE
  • P[modifier] = 100% (0%)
This one is a bit of the odd-child in my book. None of the modifiers put it as a clear winner, and it never hits a price to balance against the other choices. In all fronts it’s second-best. And when it is put up against the new Parity decryptor, it looks even more anemic.

It does improve ME, but not as much as Process.
It does improve runs, but not as much as Augmentation
It does improve PE, but not as much as Accelerant

It doesn’t harm P[chance], but Attainment, Accelerant, Process, and Parity improve P[chance]
The only place I’ve found these as a worthwhile choice is with interdictors, since Augmentation yields are a bit too high for the daily volume, and the ME modifier works out nicely... but beyond that I can’t think of many nice things to say about this decryptor.

 

Process

  • +0 Runs
  • +3 ME
  • +3 PE
  • P[modifier] = 110% (+10%)
This is another extremely popular decryptor. With best-in-class ME modifier, a generous PE modifier, and even a boost to P[chance], this wins on all fronts. Since ME is the critical metric, this is generally the decryptor to use for best PPU. It’s extremely popular for cruiser hulls and larger. Also, I have enjoyed a boosted isk/hr using these to churn large T2 ammo at nearly double the rate of base.

Though being popular comes with a price tag, and Process datacores are definitely pricey. I find that a significant cost of my stockpiling effort is spent on keeping Process decryptors stocked and the unbuilt BPC’s they yield as backstock. Also, with no run modifier, these tend to be the most expensive per-attempt to use.

Accelerant

  • +1 Run
  • + 2 ME
  • + 5 PE
  • P[modifier] = 120% (+20%)
Accelerant is pretty simple and lives up to its name: the resultant BPC will build the fastest possible. This is an excellent choice on very long build time items, and I personally favor it for large projects like Jump Freighters (but your mileage may vary).

Unfortunately, accounting for absolute profit is way less effort than optimizing on ISK/hr, so I haven’t seen much use for it personally. Unless you absolutely-positively need it yesterday (tm), I would not condone regular use of this decryptor... but it’s a godsend in the very few cases that its needed.

Attainment

  • +4 Runs
  • -1 ME
  • +2 PE
  • P[modifier] = 180% (+80%)
This is largely considered the “best” decryptor because of its boosts, but I disagree. Yes, you’re nearly guaranteed success, and it comes with a decent PE boost to match the additional runs, but it’s extremely pricey and has a ME penalty. Amateurs are going to look to this decryptor to augment lackluster skills, and anyone looking to “just build one” (which is wrong).

The only possible place you should ever consider this decryptor is where your “cost per attempt” is very high. Jump freighters have a high datacore use (64/try) and BPCs can cost 100M or more. In this case, forgoing a failure can be seen as an added benefit. Unfortunately, +10% on a 5B ISK build is 500M, and you’re stuck with an extra 4 runs than just the “one for DIY”.

If you run the numbers, it becomes pretty clear this decryptor is awful. If you come by it, feel free to make a buck on those that disagree, but even taking 1-2 extra attempts with a Process decryptor would save you more money than saving those runs with a -3 ME/-2 PE blueprint.

Optimized Attainment

  • +2 Runs
  • +1 ME
  • -1 PE
  • P[modifier] = 190% (+90%)
This is a much more interesting decryptor compared with its base counterpart. Pairing a higher P[success] modifier with a boosted ME and less runs is a much better prospect. This still strands the “one for DIY” with two unused runs on a mediocre BPC, but provides a much better set of bonuses.

In my own tools I see Optimized/base Attainment running the same balance as the pair of Augmentation decryptors. In this case, on the very-large build of Jump Freighters I’d pick this before the base attainment decryptor, but I’d still rank Process and Accelerant as better choices personally.

Parity

  • +3 Runs
  • +1 ME
  • -1 PE
  • P[modifier] = 150% (+50%)
Parity is another oddball decryptor, like Symmetry, where I am not sure where it falls for use. Technically, I think it makes Symmetry obsolete, but the mix of bonuses doesn’t fulfil any particular best-use case.

If I have to say something useful about it, I probably would swap my use case for interdictors from Symmetry to Parity. With it being so new, the prices may not be completely correct and it might find a niche. Unfortunately, I can’t think of many places where this decryptor shines as an excellent use case.

Wednesday, January 30, 2013

Metrics

What would Spreadsheets and Spaceships (EVE Online) be without metrics.  Every play style tracks them.  Pirates track their ISK efficiency and battleclinic rank, PVE carebears watch their ISK/hour, miners track their ore yields.  Industry is no different, but there are a LOT of different metrics, both normal and unique.  I will try to boil down the scary :math: to keep it simple.  Been working on this one a little bit at a time for a couple weeks now.  Prepare for wall of text!

The Traditional Metrics

A lot of these are metrics used by everyone in EVE.  They're a good starting point but, as I will explain, they are some of the weaker metrics available for industrialists.  BOLD titles are for calculated metrics covered here, UNDERLINE is for other metrics like Cost or Sale Price.  I will try to boil down the scary :math: to keep it simple.  Prepare for wall of text!

%Profit

By far the most popular metric.  I like to refer to this also as ISK Efficiency.  High margin products provide big bang for the buck, but the most outrageous figures usually have a lot of asterisks attached.  Usually, a high percentage margin has significant limits on it.  The primary pitfalls of these products are Market Volume and Kit Cost.  Put another way, either it will be very tough to sell large volumes or the buy-in is so trivial that 3x returns are still small potatoes. 

There are two camps for calculating profits.  First is the simple calculation (profit/cost), and the other is closer to %difference pictured below:
I like to use %Profit as an initial filter when finding products worth producing.  After filtering by %Profit I tend to ignore the figure all together.  I also find %Profit a more useful metric in T2 ship production, since there are a lot of limiting factors to consider.  This metric can be extremely useful to the beginning industrialist because the first hurdle in successful industry is ISK.  For the established industrialist, %Profit becomes a secondary metric as trends like ISK/Hour become a priority.

Revenue

This metric is much closer to my heart.  In a galaxy of spacerich tycoons, revenue is king.  Also, this is an excellent metric for group efforts, since the final returns are the goal.  Revenue ties much more directly to ISK/Hour.  Unfortunately there are a pair of pitfalls.  First, like %Profit it only takes the production side of the equation into account, so some of the highest margins will be distorted by products with very low volume.  Second, it becomes easy to let the bills run away from you chasing this metric.  Though the return might be 500M ISK profit, the cost to generate that isk may be 1.5B or more.

I define Revenue as (Sale Price - Cost) * Throughput where Throughput = Products Per Cycle.  Since it's tied to Products Per Cycle, it's easy to convert to ISK/Hour, just by figuring out the time required to produce the products in question.  Also, I really like this metric because in my operation I am limited far more by time than by ISK, so I can afford to commit extra ISK for pocketing more isk in the end.

Helpful Chart:


Though this isn't the very best example, it illustrates why I prefer Revenue over %Profit.  Though Shield Extenders have nearly 3x the %Profit, the revenue after 1 week of work is 60% less.  

ISK/Hour

The metric to rule them all, ISK/Hour is the be-all end-all metric for nearly every activity in EVE.  Industry is no different.  Unfortunately, camps tend to be divided on how exactly to measure this when pertaining to industry.  The reason is industry has 4 sources of "time utilized", all of which can be completely parallel:
  • Research Slots
  • Manufacturing Slots
  • Logistics and Trade
  • Keyboard Time
Personally, I like to boil down to track only Manufacturing ISK/Hour, since with T2 the utilization on research is <50% and the other metrics are much softer to track.  I don't keep a stopwatch to track my /played time and audit versus that effort, though I probably should.  

This is why I started using Throughput as a metric.  By analyzing each product and the reasonable maximum I could produce in one cycle of work, I had a means to standardize products to be able to compare them side by side.  Using Throughput, I can easily say "1 week of industry earns this much profit" and therefore keep an eye on ISK/Hour through a top-level metric.  Also, by optimizing against bottleneck (manufacturing for T2 modules, invention/copying for T2 ships), it's easy to get fancier with ISK/Hour metrics using API data straight from the IndustryJobs sheets.  

Throughput

This is my other key metric that helps me track what to produce.  I define Throughput as the reasonable maximum of any single product that can be built in a single production cycle by a single character.  The key word here is reasonable maximum.  Many products do not fit into human schedules.  Therefore it takes some effort to figure out how to round up or down to fit into a play schedule.  It's completely unreasonable to expect to have 100% manufacturing utilization unless you're unemployed.  If instead you boil down the work to what you know you can complete, you can get Throughput on any product.  

I like Throughput for a lot of reasons.  First, it makes the :math: for ISK/Hour and Revenue way easier to track.  Second, for T2 manufacturing, it gives an estimate for how much work is required on the invention step.  Third, it gives a general "how often will I have to manage this" estimate at-a-glance.  Combining all these together, it becomes the keystone metric for most of my industrial decisions.  

The major downside is it's not a metric tracked in any database.  I populated my Throughput numbers by painstakingly checking against EVEHQ's Prism tool.  It can be calculated if you do some case-fu to pick rounding points and do the math more dynamically, but I haven't yet.  Also, it's custom crafted against my personal playstyle, your mileage may vary.  My advice is to center your calculations around how many you can produce each day, then extend that estimate out to whatever your cycle time might be.

Kit Costs

So, you've found a product that should make you a ton of ISK.  What good is that if you don't have the up-front capital required to build it?  The oft forgotten metric of Kit Costs can really bring an industrial plan crashing down if not handled correctly.  The calculation is incredibly simple:

Kit Cost = Throughput * Build Cost

Handled correctly in combination with the other primary metrics, Kit Costs can be used to effectively map out a growth strategy or even just keep projects reigned in to solidify returns.  Profits can change daily, but once you buy your materials, Kit Cost is locked in.

Hybrid Metrics

Single-factor-optimization is a mistake when attempting to maximize industrial returns.  By only chasing one metric, you will become blind to other factors that will affect your final results.  Primarily, by only analyzing production-side metrics, you will miss out on the realities of turning products into cash.

Multi-factor-optimization can look difficult, and can be tough to program against, but is not actually that tough.  If you're using spreadsheets though, you will want to make some "hybrid metrics" that combine separate data into one cell so you have a few metrics in one view to work against.  These methods are shortcuts for multi-factor-optimization, to help you better drive with your guts.

%Throughput


%Throughput = Throughput/Daily Sales Volume * 100

This is my #1 metric for my personal project.  %Throughput represents a "how fast can I sell it" metric.  By using the weekly-maximum from Throughput it is possible to gleam a few different things about that particular product:
  • How many people are participating in the market
  • How popular that product actually is
  • How fast should I be able to sell what I produce
Therefore, when I am picking my products, I will maximize Revenue and minimize %Throughput.  The thinking being "most isk for the least effort".  Also, %Throughput will make glaringly obvious which products are completely dead ends.  

I understand that people would want to just use Daily Sales Volume as the tracking metric and save the :math: but volume alone tells you nothing about the realities of that market.  Without combining with your weekly output, you have no reference frame as to what that Daily Sales Volume number actually means.  Also, I optimize against the weekly Throughput rather than any shorter time scale because that's the rate at which I need the ISK.  Again, feel free to tune as your case demands.

Revenue vs Kit-Cost

Though I don't have a one-number equation for this, it's the other half of how I pick products.  It's not enough to pick THE BEST %Profit or even optimize only by %Throughput v. Revenue.  For those of us without a Technetium moon, there still is a maximum industrial budget.  By using Revenue v. Kit Cost, you can stack together multiple contributing characters against the ISK you have on-hand to invest.  This was the impetus to make my Industrial Accounting Spreadsheet.  By using this optimization, you should be able to reign in costs to actually extract money out of your program by setting a ceiling and sticking to a Kit Cost plan.

ISK/Effort

EVE-Fail tracks his work in a couple of different ways, and I'd like to review them and when/why you might want to use them.  First is ISK/Effort, which is a incredibly boiled down metric for ISK/Hour.  By only tracking real game time spent on industry, rather than the idle time jobs are running, ISK/Effort really nails down the real ISK/Hour like any mission runner or miner.  But, it's a soft metric that requires more tracking of time than I feel comfortable knowing, and can't be tracked automatically by a computer.  

I think it's an excellent way of thinking about the game time invested, and a great metric to optimize if you're willing to keep logs to manage it.  I'm desperately afraid of my numbers though.

ISK/Slot

Optimization centers around bottlenecks.  If you are cashpoor, then %Profit is king; if you are doing T2 modules, Revenue is where I look; if you are doing capitals, EVE-Fail uses ISK/Slot.  

Each capital takes several slots over several days to build.  If you have a well running operation, you will have several copies of each capital component BPO and center the work around how many ships you can produce per 10-12d cycle.  By defining each ship in terms of Manufacturing Slots Required, you can easily pick-and-choose which products will best utilize the time required.  I wouldn't suggest this to those just starting in capitals, but for those that are established, I can see why this would be a valuable metric.  

TL;DR

There are a myriad of ways to pick the "best way to industry".  Above are all the ones I use.  Feel free to comment with your own.

The big take away here I'd like to underline is the power of multi-factor-optimization.  We already do it instinctively, but tend to forget it when spreadsheets get involved.  By using the hybrid metrics above, I hope to help at least someone to step up their industry game and really start raking in that carebear ISK.

Thursday, January 24, 2013

Everything You Never Wanted to Know: Making an Industrial Alt

The first question every EVE player asks is "How do I make the most ISK?"  And one reply to that chorus is :Industry!  But there are a few problems that most players run in to.

First, making enough ISK with only one character is tough.  You can make 2 PLEX/mo with T2 manufacturing on one character, but it can be more labor intensive than most people have patience for.  Also, if you're trying to sustain a PVP habit, every minute you play hauler on your main is time that could have been spent slinging furious pain into fellow players (ie: having fun).  Second, T2 industry provides great economies of scale with extra characters, going solo is only mediocre.  Third, if you're going to run a POS anyway, better to put as many characters on it as possible to really put that fuel bill to use.

This guide is still valid for existing accounts, but it is strongly suggested to instead invest some real cash in an extra account (or "mule account").  Not only do you not derail valuable time from your main account, but you also can get the work done significantly faster with a Cerebral Accelerator.  

Remember, we are making T2 industrial alts.  So they will be laser focused to do one thing, and have nearly no other utility.  Also, they stop significantly short of being able to do T2 ships, but should make a decent swath of modules/ammo available with minimal effort.  Lastly, these alts are "utility characters" so more is better.  They are designed to compliment a main account.

New Account Options

When starting an alt account, there are several options.  EVE-Uni's wiki has an excellent breakdown of the options and how to use them to maximum effect.  I will briefly hash over the options here as TL;DR.  Also note, there is no such thing as a free lunch.  All options require real money or PLEX to execute.

--Buddy Account--

This is usually the best path for grinding a utility alt.  This is how people make cyno and basic hauler alts.  The "free" time tops out at 51 days, so too short to effectively max out any profession, but enough to make a serious dent in getting there.  This is the defacto way to generate an alt account, since it does not require any special offers.

--Power of 2--

These are special offers with limited availability.  Offered usually twice per year as a way to bolster account numbers before expansion release.  Power of 2 is personally my favorite method because it's basically half-price for 6 months of game time.  With that I can nearly make 2 characters for what I do.  Very set it and forget it.

--Other Special Offers--

As of this posting, CCP is running a "Start a Sidekick" campaign.  3 months for $25 USD.  Though I think at this time a Buddy Account is slightly better in dollars/time sense.  I did not run the numbers specifically.

Also, there is the Commissioned Officer Edition as a way to start a new account.  Though the game time is less than the buddy account option, it comes with the Cerebral Accelerator included.  So you save approximately 1/2 PLEX by going this route.  

Costs to Consider

You're ready to whip out that credit card and buy your way to industrial tycoon.  Before you make a derpy character portrait, consider the following extra costs:

--Set up costs--

--Finishing costs--

  • Science research skills: 10M/each (4-8 suggested)
  • Character transfer: $20USD or 2 PLEX
  • First-week industry kit: 500M - 1B
  • Final Clone: Theta 

Skill Plan

You've picked an account option, rolled a character, and are ready to begin.  Below is the skill plan:
Remaps: Intelligence/Perception/Charisma/Willpower/Memory

REMAP: 27/17/17/17/21 + plug in Cerebral Accelerator (+3 to all)

  • Science 3 - free
  • Cybernetics 4 (Plug in +4 Implants 34/20/20/20/28) - 2d 5h
  • Science 5 - 3d 14h
  • Scientific Networking 2 - 1.5h
  • Laboratory Operation 5 - 3d 16h
  • Advanced Laboratory Operation 4 - 5d 5h

REMAP: 21/17/17/17/27 (MEM/INT)

  • Production Efficiency 5 - 11d 3h
  • Industry 5 - 3d 17h
  • Mass Production 5 - 7d 10h
  • Advanced Mass Production 4 - 5d 6h

Cerebral Accelerator Expires.  REMAP  27/17/17/17/21

  • Mechanic 5 - 4d 1h
  • Engineering 5 - 3d 23h
  • Electronics 5 - 3d 23h
  • Electronics Upgrades 3 - 6h 7m
  • Hacking 2 - 1.5h
  • Amarr Encryption Methods 3+ - 15h 20min
  • Caldari Encryption Methods 3+ - 15h 20min
  • Gallente Encryption Methods 3+ - 15h 20min
  • Minmatar Encryption Methods 3+ - 15h 20min
  • Science research skills 4 x4 - 3d 15hr x4 = 14d 11h
Total projected time: 75d

Optional Skills

  • Research 4+ : for time efficiency (PE) research.  5 required for t2 component research
  • Metallurgy 4+ : for material efficiency (ME) research.  5 required for t2 component research
  • Research Project Management 4 : for using R&D agents

Picking Your Science Skills

It would be easy to say TRAIN ALL THE SCIENCE SKILLS to 4, but that would waste your valuable account time.  Instead, it usually behooves you to pick a few skills to take to 4 and neglect the rest.  Several of the science skills are nearly useless when it comes to actually making money, so here is the mix I use in order of importance:
  • Mechanical Engineering 4
  • Electronic Engineering 4
  • Plasma Physics 4
  • Laser Physics 4
  • Electromagnetic Physics 3+
  • High Energy Physics 3+
  • Nuclear Physics 3+
  • Molecular Engineering 3
  • Graviton Physics 3
  • Hydromagnetic Physics 3+
  • Nanite Engineering 3
Training the science research skills to 3 allows you to build any T2 component.  Check your intended product before picking science research skills.  If your goal is to end-cap your character and never train again, it's best to get as many of the research skills to 3 or higher.  

Also, encryption skills are strongly suggested to 4.  If all 3 invention skills are at 4, then the probability of success is nearly 50% (48.5%).  I have not had good luck under-skilling since I end up paying for it in invention yield.  Your results may vary.

Then What?

My personal goal in making industry alts is to maximize my ISK/account.  Therefore, my end goal is an account that looks like:
  • Main Character: Ship inventor, miner, other high-SP endeavors.  Most logged in time
  • Alt1: Module inventor: all-4 science research skills.  Invents and builds.  Once-per-day
  • Alt2: Ammo builder: once-per-week tasks like copying and long term building.  Only minimum science research skills
This plan easily pays for the monthly PLEX and a lot more.  Also, this setup is fairly balanced in time requirements and means I am making the most money for the least work. Trying to switch between characters on the same account is a pain, and the less I have to interact with the lower-level alts.  Of course, skill and plan for your intended activity level.

Also, never forget it takes money to make money.  Without a plan for how to use this new alt, you're going to end up with a dormant character that wasn't worth the money you paid to make it.  Your first kit may cost anywhere from 200M to 1B depending on the product you've picked.  Once the character is useful, expect up to 3 weeks before you can start counting them as "income".

In an effort for full disclosure again, this is ONLY an industry alt.  It is a very good idea to have an INDUSTRY MAIN with this character to manage the hauling and trading.  Or you can lump this plan into a more general market-pvp character.