Logistics Pipeline


There are many stages involved in creating usable items from raw materials. In order to be efficient and profitable at any one stage, your inputs from the previous stage must be likewise efficiently procured.  This means that either you or your corp/alliance must have a highly efficient pipeline from which to supply materials from one stage to the other. With low skills, equipment, or infrastructure, it will be considerably more expensive (in terms of time, money, and/or resources) to yield final or intermediate goods at a profit. To say the very least, you might have a high return on investment (ROI), but a low return on investment with respect to time.

In other words, you will be far more profitable in other endeavors (such as mission running) early in the game until you procure the skills, equipment, and infrastructure to be productive and profitable in any single one stage in the pipeline. If you wish to achieve some degree of self-sufficiency, or perhaps wish to provide good-enough or good-for-the-time-being capability for yourself or your corporation, by all means train the basic skills and dabble in Logistics here and there; however, if you wish to pursue Logistics for the sake of being profitable, only the highly skill-leveled, well equipped, and well-supplied should bother making an attempt.


Cosmic Anomalies

Cosmic anomalies are found using the System Scanner, which is built in to every ship (even capsules!). These sites do not require any skills or additional equipment to locate.

  • Combat Sites
    • Multiple waves of NPCs
    • Rewards come in form of loot and bounties (and security status increases?)
    • Ten difficulty levels, one for each of the six opposing factions
    • May create an escalation upon completion.
      • Follow-up missions with greater rewards
      • Escalations may create new escalations
      • You’ll know if you have an escalation by getting a popup window and an entry in the “Expeditions” tab of your journal
      • You’ll generally only have 24 hours or so to complete an escalation
  • Ore Sites
    • Contains ores or ice for harvesting
    • Often contains types no normally found in systems of that security rating
    • Shapes may vary, unlike asteroid belts
  • Ghost Sites
    • Special timed Data Sites
    • Contains four cans
    • Site will explode when invisible timer expires or you fail a hack
    • Explosion will cause damage (unlike regular Data Sites), cause indestructible NPCs to appear
  • Besieged Covert Research Facilities
    • Contains hostile NPCs and notable loot in destructible structures
  • Contested Covert Research Facilities
    • (Not sure if still in game after introduction of Besieged Covert Research Facilities)
    • Contains one can that explodes if hacking fails or invisible timer expires
  • Required Equipment
    • Ore Sites require ore harvesters or ice harvesters
    • Civic Guard to repel hostile NPCs

Cosmic Signatures

Cosmic Anomalies are sites that are located by first probing their location. They are substantially harder and more rewarding than Cosmic Anomalies

  • Gas Sites – contains gas clouds
  • Relic Sites – contains Archaeology or Salvage items. Requires use of Relic Analyzer.
  • Data Sites – contains Hacking items. Requires use of Hacking Analyzer.
  • Combat Sites (different from those found as Cosmic Anomalies)
    • DED Rated Complexes
      • Ten difficulty levels, one for each of the six opposing factions
      • Predictable ship size limit based on difficulty level
    • Unrated Complexes
      • May create an escalation
      • Ship size limit not preductable
  • Unstable Wormholes – portals to and from w-space and k-space
  • Required Skills:
    • Astrometric Rangefinding (Recommended)
    • Astrometric Pinpointing (Recommended)
    • Astrometric Acquisition (Recommended)
  • Required Equipment
    • Scanner Probes
    • Exploration Frigate (Recommended)

Combat Probing

When using Combat Scanner Probes, you have the ability to detect the presence of and pinpoint the exact location of non-cloaked vessels. In conjunction with D-Scanning, this can be used both offensively and defensively.

Resource Harvesting

Active Harvesting

Mining Ore (Except Mercoxit)

  • Refines into Minerals
  • Minerals used to manufacture:
    • Almost everything in game!
  • Skills
    • Mining (1x)
    • Astrogeology (3x)
  • Equipment Requirements
    • ORE mining vessel (Recommended)
    • Mining laser or strip miner

Mining Mercoxit (Special kind of ore)

  • Refines into Morphite
  • Morphite used to manufacture:
    • T2+ items
  • Very rare ore found only in nullsec
  • Requires special skills, equipment to mine
  • Hazardous to Mine (damage cloud, nullsec)
  • Skills
    • Deep Core Mining (6x)
  • Equipment Requirements
    • Deep mining laser or deep strip miner

Ice Harvesting

  • Used to manufacture:
    • POS fuels
    • Capital jump drive fuels
    • Light cynosural field fuels
  • Skills
    • Ice Harvesting (1x)
  • Equipment Requirements
    • ORE mining vessel (Recommended)
    • Ice mining laser or ice harvester

Gas Cloud Harvesting

  • Used to manufacture:
    • Boosters
    • T3 items
  • Skills
    • Gas Cloud Harvesting (1x)
  • Equipment Requirements
    • Venture or Prospect (highly recommended)
    • Gas Cloud Harvester

Supporting Infrastructure

  •  Civic Guard
    • Repel rats (esp. Sleepers in w-space)
    • Repel or distract ambushing hostiles
  • Industrial Ships
    • Used to ship ore to storage; hereby
      permitting miners to continue
      working uninterrupted
    • Typically specialize in blockade
      running, requiring little to no escort
  • Industrial Command Ships
    • Orca + Rorqual
    • Provide Mining Bonuses
    • Specialize in Jet-Can Mining
    • Can freight large amounts of ore
    • Long range survey scanner
    • Fleet Hangar
    • Ship Maintenance Bay
    • Rorqual
      • Drone bonuses
      • Jump Clones
      • Needs Jump Drive Fuel
      • Compresses Ore and Ice

Passive Harvesting

Planetary Interaction

  • Harvests planetary materials
  • Planetary materials can be processed into commodities
  • Commodities can be further processed into higher tiers
  • Commodities can be used directly, or further processed
  • Eventual Commodities used in manufacturing:
    • POS fuels
    • POS/Sovereignty Structures
    • Boosters
    • Outpost deployment
    • Research components
    • T2 Components
    • Nanite Repair Paste
    • Implants
    • Mobile Structures
    • Cloaking Devices
    • Command Processor I
  • Skills
    • Advanced Planetology (5x)
    • Command Center Upgrades (4x)
    • Interplanetary Consolidation (4x)
    • Planetology (3x)
    • Remote Sensing (1x)
    • Customs Code Expertise (2x)
  • Equipment Requirements
    • Planetary Buildings
  • Note: Presently, planetary buildings cannot be
    attacked; however, at some point in the future
    they will become attackable.
Supporting Infrastructure
  • Player-Owned Customs Office
    • Allows owning corporation to tax
      import/exports to planet
    • Requires defense

Moon Mining

  • Note: With old style POSes being phased out in favor of
    Citadels, Moon Mining has a very uncertain future. This
    information is provided for completeness sake.
  • Harvests atmospheric gases and metals
  • Atmospheric gases and metals processed via reactions
  • Reaction outputs may be subject to further reactions
  • Ultimate byproducts are Composite Materials
  • Composite Materials are used to manufacture:
    • T2 items
  • Required Equipment
    • Player-Owned Starbase (POS)
    • Moon Harvesting Array
    • Silo
    • Possibly other starbase structures
Supporting Infrastructure
  • Civic Guard
    • Defend the POS and its structures
      from attack

Circumstantial Harvesting

Harvesting Wrecks

  • Harvests items from wrecks that have survived destruction
  • Requires only a ship with a cargohold to store the loot
  • PVP wrecks may contain extremely valuable surviving modules and cargo, such as DED or Officer modules, or even PLEX!
  • Harvests salvage from wrecks
  • Salvaged is used to manufacture:
    • Rigs
  • Required Skills:
    • Salvaging
    • Salvage Drones (Recommended)
  • Required Equipment
    • Salvager Module or Salvage Drone
    • Tractor Beams and/or Mobile Tractor Units (Recommended)
    • Noctis (Recommended with fleet protection)
Supporting Infrastructure
  • Civic Guard
    • Required to wreck targets for
      looting and salvaging

Treasure Hunting

  • Raid sites in deadspace containing rare items and BPCs
  • Sites identified with Exploration


  • Reprocesses items into usable input materials for manufacturing
  • With the exception of raw materials, most items have more value intact than refined
  • Best used to refine ores, scrapmetal (not to be confused with salvage!), and alloys
  • Reprocessing efficiency can be as low as 30% and as high as 85% for ore and 100% everything else(?). Factor affecting efficiency include:
    • NPC Station (Max efficiency 69.57% for ore)
      • Base Efficiency of Station
      • Tax Rate based on Corp standings (down to 0% with sufficiently high standings)
    • Player Owned Starbase (Max efficiency 85% for ore)
      • Old-School POS: Type of Tower, Upgrades
      • Citadels: ???
      • Tax Rate set by owning Corp based on standings with that corp (rates vary; usually but not always 0% if you are part of the owning corp)
    • Skills
      • Reprocessing
      • Reprocessing Efficiency
      • Ore-specific reprocessing skill

Blueprint Research, Copying, and Invention

Blueprints (and equivalent items) are used for manufacturing all items in the game. Blueprint Originals (BPOs) are used of manufacturing T1M0 items. BPOs can be researched so that they can become up to 10% material efficient (increasing ROI by ~11.1%) and 20% time efficient (increasing throughput by 25%) for a maximum ROI/time throughput increase of ~39.9%.

BPOs can be copied to create Blueprint Copies (BPCs). BPCs will inherit the material and time efficiency of the originating BPO. Unlike BPOs, BPCs have limited runs. BPCs are used to increase asset security (so no one runs away with a highly researched BPO), increase parallel manufacturing (since BPOs can only take up one manufacturing slot, BPCs can be used to take up multiple), for invention, and for selling (so other manufactures can afford researched BPCs without the time and expense of BPOs). Invention is the process by which a T1 BPC is converted into a T2 BPC. Invention is a probabalistic process – the process is not guaranteed to succeed, but the likelihood of success and the material/time efficiencies can be augmented with the use of decryptors.

Skills affecting Blueprint Research and Copying include:

  • Science (reduces copy time)
  • Advanced Industry (reduces efficiency research time)
  • Research (reduces time efficiency research time)
  • Metallurgy (reduces material efficiency research time)
  • Laboratory Operations (permits an additional science job per level)
  • Advanced Laboratory Operations (permits an additional science job per level)
  • Scientific Networking (permits starting research jobs remotely)

Some cybernetics may also increase research throughput.

Almost all invention processes require Mechanics V, Power Grid Management V, CPU Management V, and at least some of numerous research-specific skills.

For more information:

Datacore Farming

Datacores are used for Invention. Datacores may be obtained through Exploration sites, or the use of Research Agents. These are special agents that are only available through a select for NPC research corporations. Higher standings with these corporations provide access to better research agents for better/faster datacore development.


Manufacturing is the process of creating items from Blueprints (and equivalent items) and input materials. Factors affecting Manufacturing include:

  • Industry (reduction in manufacturing time)
  • Advanced Industry (reduction in manufacturing time)
  • Mass Production (permits additional manufacturing job per level)
  • Advanced Mass Production (permits additional manufacturing job per level)
  • Supply Chain Management (permits starting manufacturing jobs remotely)

Note: Because of how rounding works, a single industry job with X runs can use less materials than X single runs


Freighting is the process of moving goods to where they are needed most. With regards to market, location is everything: goods are bought and sold at different rates depending on location and the demand and supply of goods at that location. Basic goods may not be readily available in the far reaches of space (ie. nullsec, w-space); between the time and danger of shipping goods to these areas, the price of goods will increase substantially.

Any form of freight, from a simple shuttle carrying BPOs to capital freighters, will be subject to attack and destruction in dangersec. With extremely few and narrow exceptions, in general all freights of value (ship or contents) should be escorted with a well armed combat force capable of repelling hostiles or at least distracting them long enough for the convoy to get to safety.

Each playable race has two transport ships and one capital freighter that specializes in shipping goods two and from hostile territory.

  • One transport ship can equip a covert cloak, which makes it virtually undetectable while in transit. It can warp while cloaked, and it can even navigate through an interdiction sphere or gate camp without a problem. As long as the cloak isn’t deactivated at a bad time and the ship doesn’t bump into an orbital body causing it to decloak, there is virtually no risk using the covert cloak transport.
  • The other transport has substantially higher health, defense bonuses, and cargo capacity. While it cannot equip a covert cloak, it can equip a non-covert cloak in case of emergency. These ships have +2 warp core strength, and have several low slots to increase it further. While these ships still require armed escort, they are far more likely to engage a skirmish than their T1 counterparts
  • Finally, jump freighters have the capability to warping directly to their destination system. While they carry less than regular freighters, they are far safer to use, and can deliver goods much quicker. Still, jump freights require protection at their point of departure and arrival.

It should be noted that transport ships, like jump freighters, can hold fewer goods than their T1 counterparts; Still, T1 and T2 transport ships have their uses. In particular, at least one of the T1 ship may be a low-cost low-risk means of helping resource harvesters freight their goods when an Orca/Rorqual is not available, or when it is not desirable for them to leave their position (because harvesters would lose their bonuses and/or security forces might be divided during the escort). T1 transport ships can also be heavily modified into becoming “poor man’s blockade runners” and perform reasonably well in certain areas when cargo capacity is not a major consideration.

Freighting may be a profitable endeavor in its own right by means of Courier contracts: freighters assume the risk and spend the time required to transport goods for a profit.


Goods acquired and produced may be sold or traded to other players in the player market and contract system. The following skills reduce the costs associated with trade and increase your ability to do trade:

  • Cost reduction
    • Accounting (reduces transaction tax)
    • Broker Relations (reduces broker fee)
    • Customs Code Expertise (reduces NPC-owned Customs Office tax)
    • Margin Trading (reduces escrow needed for buy order)
  • Contracts
    • Contracting (increases number of outstanding contracts)
    • Corporation Contracting (increases number of outstanding corporation contracts)
  • Buy/Sell Orders
    • Retail (increases buy/sell slots)
    • Trade (increases buy/sell slots)
    • Wholesale (increases buy/sell slots)
    • Tycoon (increases buy/sell slots)
  • Convenience
    • Daytrading (permits remote modification of buy/sell orders)
    • Marketing (sell items remotely)
    • Procurement (setup buy orders remotely)
    • Visibility (increase range on buy order setup)


Logistics can be fun, but ultimately it all goes towards the same thing: blowing up ships or getting blown up. While it is true that many of these endeavors have quite a bit of action in their own right (with pirates and war targets looking to disrupt your operations any way they possible can), for many players Logistics is just a means to an end. Combat is the heart of EVE, and PVP in particular is global.


  • Mission Running
  • Incursions
  • Combat Sites
  • Escalations


  • Piracy
  • Bounty Hunting
  • Factional Warfare
  • Corp/Alliance Warfare