Invention Guide


This is a pictoral step by step how-to to creating an invention job. Not very impressive if you have ever done a build/research job but still worth a look.

Step 1

The first step is to get a blueprint original. Once again, the Ballistic Control System I is used throughout

Step 1

Step 2

Then you need a blueprint copy made to do the actual invention.

Step 2

Step 3

This is the blueprint copy page, press ok to be brought a page that confirms the build cost. Ok that and then wait for the copy to be made. In empire it can be a week or more for an open slot to apear. Note the run count at 1000, the maximum. This will affect how many of the tech 2 item we can build later on.

Step 3

Step 4

Luckily for us I already had a blueprint copy made up. You may note the ME and PE are very unbalanced. Good thing it doesn't actually hurt us in any way. The 300 runs on the other hand is sub-optimal. Oh well.

Step 4

Step 5

Go to the Bill of Materials tab, then the invention sub tab to get a list of what you need to start the job. For some reason it doesn't list the skills here, or on any of the interfaces. I attribute this to oversight by the devs and is one of the main reasons people getting started inventing get blindsided when their jobs won't start. We need two of each the Electronic Engineering and Mechanical Engineering datacores as well as a Esoteric Data Interface.

Step 5

Step 6

Once all those items, plus the optional ones you wish to use, are in the same place you can begin the invention job. Note that as far as I know the blueprint copy (bpc) must be in the same hangar as the parts being used. Not a big deal for individuals, but for corp jobs this may be a problem.

Step 6

Step 7

Choose a location/slot to install the job, just like any other one. I blocked out the location so this isn't exactly what it looks like in game.

Step 7

Step 8

Once you choose a slot the other required fields are filled out, at least if you got to the menu via right-click like I did here. Here an optional item is being chosen; although it is just the tech 1 version it is much better than nothing. This item will be destroyed no matter how the job turns out and only tech 1 named may be used; no tech 2, officer or factional.

Step 8

Step 9

Then a decryptor is chosen. The drop down menu is much more impressive if you have lots of decryptors, honest it is.

Step 9

Step 10

Once you press ok to get the confirmation window. This shows you what items are being used, how much the job will cost, how long it will take and what skills are required. Press accept quote and wait for the job to finish. The items will then all be pulled out of your hangar for the job, except for the interface. Those stay in the hangar so you can use them for multiply simultaneous jobs, good thing too considering their cost. Then you will either have a nice bpc for a tech 2 item or just a happy message saying the job failed.

Step 10
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Written by Ittey
Last edited 18-09-2007

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