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New Eden Archive · Expansions · Industry

Industry - what changed across expansions

Chronological summary of the top changes for Industry pilots across 8 expansions, from Kronos (June 2014) onwards. Click an expansion title for the full deep-dive.

  1. Crius - Industry Overhaul

    5 changes
    1. 5

      Manufacturing slots were removed entirely - the old per-station "queue your job behind 30 other people" bottleneck disappeared and was replaced by a system-wide cost index that scales job cost with how busy a system is, decoupling capacity from station infrastructure for the first time.

    2. 5

      A new map-driven Industry tab replaced the old Science-and-Industry interface, surfacing material costs, system indices, and team modifiers in one calculation; the SCI window most returning players remember from 2013 is gone.

    3. 4

      Blueprint Material Efficiency rebased to a 0-10 scale with each level cutting required materials by 1% (max 10% saving), and Time Efficiency to 0-20 scale at 2% per level (max 40% saving) - the old percentage-on-percentage stacking is gone, and existing blueprints converted automatically on patch day.

      caveat

      Old "perfect" 50%-ME BPOs were not nerfed - they converted to ME 10 (1% × 10 = 10% saving) which is the new math's effective equivalent of the 10%-of-base-materials saving that ME 50 represented under the old 5,3,2,1,1,1... formula.

    4. 3

      POS labs lost their special-case slot advantage - Mobile Labs, Research Labs and Design Labs got new multipliers (0.7x ME/TE research, 0.6x copy, 0.5x invention) but stations and outposts gained equivalent infrastructure, ending the long-standing "POS-or-bust" calculus for serious researchers.

    5. 2

      Industrial "Teams" were introduced - auctioned crews you bid on for a 7-day system-wide manufacturing/research bonus; in retrospect a stillborn feature (removed in Galatea 2015) but it was a Crius headline and the in-game bidding interface still echoes through later auction-style systems.

      caveat

      Teams were quietly removed in the 2015 Galatea release - auction participation was rare and the bonus values were too small to drive system-choice decisions.

  2. Citadels - Upwell Structures

    4 changes
    1. 5

      Player-anchored citadels with reprocessing arrays meant nullsec coalitions could finally hit the post-Crius reprocessing efficiency cap of 100% in their own infrastructure, rather than relying on POS modules; the structure-vs-POS calculus inverted overnight for serious industrialists.

    2. 4

      Capital ship build pipelines moved into citadels - Engineering Complexes had not shipped yet (those came with Ascension in November 2016) but the pre-EC era of capital builds in citadels established the pipeline shape that Sotiyo would later optimise.

    3. 3

      Asset safety dramatically reduced the risk of stockpiling minerals or BPOs in deep nullsec citadels - losing the citadel no longer meant losing the assets, which made nullsec industrial centralisation viable for the first time.

    4. 2

      T1 industrial ship rebalance combined with citadel-anchored fitting services meant industrial-ship doctrine choices became more granular - the capacity-vs-warp-strength tradeoff shifted measurably for hauler pilots.

  3. Lifeblood - Active Moon Mining

    5 changes
    1. 5

      Refineries (Athanor medium / Tatara large) shipped as Upwell structures and replaced POS reaction arrays as the only place reactions can be performed; reaction supply chains migrated from POS-based to citadel-based across the industry over the patch's first quarter.

    2. 5

      Moon mining moved from passive POS extraction to active drilling - extraction is configured via the Refinery's Extraction Scheduler and produces an asteroid-belt-style ore field on a fixed schedule, requiring active fleets to mine vs the old "passive POS goo on a 30-day cycle" model.

    3. 4

      Three new refinery service modules replaced POS reactor arrays - Composite Reactor I (T2 reactions), Biochemical Reactor I (booster reactions), Hybrid Reactor I (T3 reactions) - and POS Reactor Arrays were offlined permanently on patch day.

    4. 3

      Three new Guristas capital ships were added - Loggerhead (FAX), Caiman (Dread), Komodo (Titan) - built from Guristas Shipyard sites, opening a pirate-faction capital tier for the first time.

    5. 2

      Maximum simultaneous industry runs were capped at 10,000 (per character) and isotope volumes halved to 0.05 m³ per unit, mostly affecting capital builders and large-scale industrialists at the spreadsheet level.

  4. Onslaught - Ansiblex Jump Gates

    4 changes
    1. 4

      Ansiblex / Tenebrex / Pharolux blueprints are a major new T2-tier industry product - Ansiblex BPCs, components, and Liquid Ozone consumption created a recurring industry pipeline that lasted the next six years until Equinox reshaped sov.

    2. 3

      Liquid Ozone became the new high-volume nullsec consumable - every Ansiblex jump burns Ozone proportional to mass × distance, so industrialists now sell Ozone the way they used to sell Heavy Water for POS.

    3. 2

      Triglavian T1 invention pipeline: precursor blueprints, Triglavian datacores, and the recipe chain for Damavik/Vedmak/Leshak/Rodiva/Drekavac stabilised as a real production line - small but novel industry sector.

    4. 2

      Force Auxiliary rebalance shifted the relative value of Apostle / Lif / Minokawa / Ninazu hulls and their build chains - second-order industry impact, but enough to move blueprint pricing in late 2018.

  5. Viridian - Corporate Tools

    3 changes
    1. 4

      Lancer dreadnoughts (Bane / Hubris / Karura / Valravn) shipped as the first T2 capital line since 2007 - Lancer BPCs, advanced capital component invention, and the lance-weapon production chain became a major new industry vertical.

      caveat

      First T2 capital line since 2007 (jump freighters); the headline framing in CCP's announcement.

    2. 3

      Capital construction got an economic rebalance - capital ship part costs, blueprint material requirements, and molecular-condenser inputs were adjusted to reduce nullsec-only bottlenecks and let lowsec/highsec capital production stay viable.

    3. 3

      Structure painting (SKINR precursor) introduced cosmetic customisation for player structures - a small but recurring sink for ISK and a new market category, predating the full SKINR launch by a year.

  6. Equinox - Sovereignty Rework

    3 changes
    1. 5

      Three new sov resources entered the economy - Power, Workforce, and Reagents - extracted via Skyhooks at planets, with their own market dynamics and shortages that defined nullsec industry through late 2024.

    2. 4

      Skyhook structures replaced Customs Offices - Customs Offices are gone, Skyhook BPOs cost 5.5 B ISK at launch (reduced 25% in a post-launch patch), and every nullsec PI operation now flows through a Skyhook the alliance owns or rents.

      caveat

      Skyhook BPO cost was reduced 25% in a post-launch patch; row reflects launch-state economics, with the reduction noted here.

    3. 3

      **New Upwell Consortium industrial ships** - four hulls purpose-built for the sov-economy supply chain: **Squall** (T1 hauler, 4/5/3 slots, infrastructure hold + missile firepower); **Deluge** (T2 covert-ops blockade runner variant with covert cyno); **Torrent** (T2 deep-space transport with fleet hangar + overheating bonuses); **Avalanche** (the first freighter in EVE with high-power slots - six missile launchers + capital shield flex hardeners).

    1. 4

      **New-ship BPC sourcing** - Babaroga BPCs come from invention runs on Leshak BPCs (Triglavian invention chain); Sarathiel BPCs are bought from the Malakim Zealots LP store, accessible via Zarzakh or Angel Pirate Insurgency FOBs. Both opened entirely new top-end capital manufacturing markets at launch.

    2. 4

      **Sov resource conversion upgrades** - generate workforce from power and vice versa, in three tiers. Lets industrial alliances tune system loadouts to fit member activity instead of being locked to fixed local resource pools - directly extends the Equinox sov-economy framework.

    3. 3

      **Industry QoL** - the industry window now shows blueprint counts across all of New Eden (or filter by specific location), closing a long-standing "where did I leave that BPC" friction. Damaged crystal status reveals on hover-tooltip in the inventory.

    1. 4

      Prismaticite is a brand-new RNG mineral - refines into random minerals in unpredictable quantities, with a "lottery" refining table that adds a genuine luck-based axis to industry yields for the first time.

    2. 3

      Mining lasers, strip miners, and ice harvesters got 4× faster cycles with yield/capacitor/crystal-volatility rebalanced proportionally - same overall yield over time, but completely different fleet/UI rhythm and finer-grained reaction to depleting rocks.

    3. 3

      Critical mining hits added - lasers/strip miners/harvesters can roll critical successes that grant bonus yield without depleting the asteroid further, putting a real "streak" axis on industrial-scale mining for the first time.

Impact score 1-5 (5 = paradigm shift for that playstyle). Numbers in lime are 4-5; blue is 3; grey is 1-2.