EVE Online Crius patch notes – The unofficial version


crius-industry-changes
The Crius release will comprise primarily of industry changes which were pushed back from the Kronos release. This post details all of the features that are coming to Crius that we know of so far and will be updated up until release on the 22nd of July.

If you’re looking for something in particular then the following quick links may help, each section is broken down with tabs simply click the labels of each tab to navigate:

1. POS module and tower changes
2. Refining and reprocessing changes
3. Manufacturing changes
4. Job installation cost and work teams
5. Blueprint and science changes
6. Miscellaneous

POS module and tower changes

    • Assembly arrays storage capacity:
      – Corporate Hangar Arrays: from 1,400,000 m3 to 3,000,000 m3.
      – Ammunition Assembly Array: from 150,000 m3 to 1,000,000 m3.
      – Component Assembly Array: from 1,000,000 m3 to 1,500,000 m3.
      – Drone Assembly Array: from 150,000 m3 to 1,000,000 m3.
      – Equipment Assembly Array: from 500,000 m3 to 1,000,000 m3.
      – Rapid Equipment Assembly Array: from 500,000 m3 to 1,000,000 m3.
    • Assembly and advanced assembly array material usage
      – Being changed to provide a 2% bonus to material requirements, this is more prominent change for advanced arrays which used to take an additional 10% materials and were generally not used for this reason. This change excludes Drug laboratory, Subsystem System Array, Rapid Equipment Assembly Array and Supercapital Assembly Array.
    • Rename X-large and capital assembly arrays
      – These now become Capital Ship Assembly Array and Super Capital Assembly Array respectively.
    • New assembly array bonus and names
      – The basic changes are that all arrays are being given a 2% bonus to material usage other than drug, subsystem, rapid equipment and supercapital arrays.
    • Advanced assembly arrays
      – Have had their 10% material increase removed and have a 2% material reduction like the other arrays.
    • Rapid equipment assembly arrays
      – Unlike the other arrays these have had their 20% bonus reduced to 5% making them viable but costly probably more likely to be used by T2 BPO holders.
    • Removal of slots
      – As in stations manufacturing arrays do not have a maximum number of slots, but high usage in a single system will increase job installation costs.
    • Assembly line settings 
      – These are being removed from POS’s now that slots isn’t a limiting factor also as they only really apply for remote jobs they were redundant in many cases. Overall this shouldn’t affect game play and Outposts will see still relevant settings move to the station management window.
    • Thukker component assembly array
      – Only anchorable in low sec the new Thukker component array reduces material requirements by 10% and time requirements by 25% for the production of capital and T2 capital components. This will massively impact the production of jump freighters and should hopefully in time see a price reduction.

    • Laboratories
      – We’re seeing the mobile laboratory and advanced mobile laboratory be renamed to research and design laboratories. Research labs will provide a 0.7 bonus to ME and TE research whilst design labs will provide a 0.6 time bonus for copying and 0.5 time bonus for invention. Hyasoda labs become an improved research lab with 0.65 multipliers.
    • New lab bonuses and rename
      – To start with mobile labs are being renames to research laboratory and advanced to design they are then being split into separate groups for ME, TE, copying and invention activities with bonuses as follows:Research labs
      Time multiplier for Research ME: 0.7 previously 0.75.
      Time multiplier for Research TE: 0.7 previously 0.75.Design labs
      Time multiplier for copying: 0.6 previously 0.65.
      Time multiplier for invention: 0.5 previously 0.5.Hyasoda labs
      Time multiplier for Research ME: 0.65 previously 0.75.
      Time multiplier for Research TE: 0.65 previously 0.75.
    • Removal of slots
      – As in stations laboratories do not have a maximum number of science slots, but high usage in a single system will increase job installation costs.

    • POS modules outside shield
      – 50% signature radius increase from 2000 to 3000.
    • Small towers
      – Increase 100% signature radius from 2000 to 4000.
    • Medium towers
      – Increase 25% signature radius from 4000 to 5000.

    • POS gunning
      – Starbase defence management now has a prerequisite of anchoring 4 rather than anchoring 5 saving a month of skill training time and making it viable to POS gun within the space of a week.
    • Supply chain management and Scientific networking
      – These skills are no longer required to manufacture in the same system. They now provide a 5 jump remote installation distance up to level 5 which is 25 jumps. This now crosses regions too where previously we were limited to manufacturing in the same region.

    • 7 day POS anchoring for corp – Now that you don’t need standings to anchor POS a new 7 day timer is being introduce to avoid closing corp and creating a new one this prevents players from simply unanchoring POS and creating a new corporation.
    • Starbase anchoring in high sec
      – The requirements for standing and security status of system are being removed for anchoring POS’s expect them to start to appear all over in 1.0. There are some exclusions which are new player systems and Jita. A massive barrier to entry to POS ownership is removed with this change.
    • No more remote blueprints
      – To bring a risk reward balance you must now use blueprints in POS if you want to benefit from the additional bonuses they bring putting potentially billions of BPOs at risk.
    • Moon mining in 0.4
      – Previously limited to 0.3 and lower the change to allow moon mining in 0.4 space increases the number of systems you can moon mine in by 255 which is 6.5% of the current number of systems where moon mining is possible.

Refining and reprocessing

    • Refining skills 
      – Refining provides 3% per level rather than 2% bonus per level giving skills more importance in refining. However refining efficiency and ore specialisation skills now only give 2% instead of the former 4% and 5% per level making it much more new player friendly to get into industry.
    • Refining efficiency 
      – Will now only require refining to level 4 as a prerequisite to help new players get higher yields earlier in their careers.
    • Refining skills more important 
      – If you only had average skills you should expect to lose in mining yield so Reprocessing 5 and Reprocessing Efficiency 1 would see you lose 10%, make sure you train Reprocessing (Refining) Efficiency to 4 before patch day.
    • Refining implants
      – Refining implants much like skills no longer effect reprocessing helping to cap reprocessing efficiency at 55%.
    • Refining renamed reprocessing
      – Simple change but just for consistency really CCP are renaming refining into reprocessing everywhere from the station service to the skills.

    • Refining skills
      – Refining skills and implants no longer effect reprocessing which can only be improved with the scrap metal reprocessing skill.
    • Ore and ice changes
      – With the reprocessing (formerly refining) formula losing 27.6% for max skilled players in efficiency CCP have added 38.1% to the yields of all ores and ices. This change keeps the material output before and after Kronos the same for mining whilst nerfing the reprocessing of ships and modules.

    • Reprocessing efficiency
      – Effectively reduced to 55% efficiency meaning that compression using 425mm rail guns will become a thing of the past.
    • Material compression
      – Item compression is dead but in return CCP have improved Ore compression to prevent null sec industry from falling to pieces. To help Ore compression CCP have removed the blueprints increased yield (just like they did with ore it’s not actually a bonus). Also the compression array has been introduced which now compresses ore for transportation at around the same efficiency as former 425mm railgun compression.
    • Ore Compression 
      – It’s now easy to compress any Ore or Ice by simply right clicking to immediately get the output.
    • Compression array
      – The old medium intensive refining array has become a compression array this will be used by miners everywhere to compress ore before hauling or selling. Selling ore will now be more common as there will be a lot of waste if using items to compress.

    • Reprocessing arrays reprocessing-array- Are now anchorable anywhere and offer 52% yield for standard reprocessing arrays and 54% for intensive reprocessing arrays, the intensive array is only anchorable in low sec and null. Also the time is being reduced to 10 seconds for reprocessing.

    • Player outposts
      - All outposts will have a 50% base reprocessing rate however they can be upgraded Amarr 52%, Caldari 54% and Gallente 57%. Minmatar stations can be upgraded further to either 53%, 57% or 60%. At perfect skill levels you can receive up to 14.4% more reprocessed minerals than currently at an outpost.

    • Reprocessing UI 
      reprocessing-ui
      – Drag and drop functionality for inputs and, ability to remove inputs using drag and drop, removal of quote button, materials broken down into groups to break up the list, total output volume is calculated, reprocessing rate displayed next to groups of items, ability to change output destination so choose which corp hangar or even container and clearer representation of things that can’t be reprocessed for example stacks below the minimum batch size. There will also be a warning item when you reprocess something that may be too valuable to reprocess for example faction loot. Also if anything can be reprocessed further for example t2 ships breaking down into t2 components which can then reprocess to moon goo then the output has a green recycling symbol.

Manufacturing changes

    • Manufacturing material skill
      - Production efficiency skill is being built into base materials and will now provide a new bonus which is yet to be confirmed, but will likely be a reduction to the team job installation cost.

    • Extra materials
      – With a max reprocessing efficiency of 55% extra materials can be added back into the base stats of the BPO making it much easier to see at a glance the exact materials you require for production. This was a big problem for all ships effected by tiericide.
    • R.A.M. simplified
      – So divide materials by 100 and multiply usage by 100 simple change that allows the damage per job to be removed. This change makes using RAM easy and just like any other material, yay consistency! If only they would simplify the name too missing off the last dot really messes things up when trying to search.
    • Extra materials
      extra-materials
      – Goodbye extra materials the reprocessing changes made it possible to remove these and put them back into the base BPO stats.

    • New industry UI 
      industry-ui
      – Can now be opened anywhere in EVE allowing you to visualize what you need to start production even if you can’t start the job where you are currently. Manufacturing, research, invention and reverse engineering are all being grouped in a single industry interface for consistency.
    • Industry UI usability 
      – Basic features have been added such as the introduction of short cuts to add additional runs when manufacturing or copying. Also as you change values in the UI it responds dynamically with no nasty calculate buttons just providing the new material requirements. Tool tips have been added too to make it easier to use as a new player, especially as common thing such as drag and drop are now allowed so changing blueprint your investigating is as easy as dragging the new one into the UI.
    • More visual industry 
      industry-icons
      – Removing spreadsheets in space is great and industry whilst being the same will be easier to look at. Basic changes such as inputs becoming red if the required amount isn’t available. Also icons are being added for states such as when a job is ready to deliver the same applies to each type of industry job and the different types of inputs.

    • Industry slot cap removed
      – Stations and modules that provided some slots now provide an unlimited number of slots allowing players to bunch together around trade hubs if they really wish. To compensate and drive people apart a variable cost between 0% and 14% of build cos for job installation is being created more further down on this.

Job installation cost and work teams

      • Installation costs replaced with work teams
        industry-job-installation-cost
        – Every job requires staff to physically take it out and now were about to start paying them. Rules of supply and demand also take effect here with systems where staff are in higher demand increasing the cost of job installation.
      • Team cost
        – A standard team cost with no benefits will cost up to an additional 15% (if you’re silly enough to build somewhere like Jita) which goes directly to the staff. The cost is based on the square root of the systems faction of global job hours, seems quite complicated but in reality it will be a decimal between 0.0 (if no one built there) and 1.0 (if everyone built in one place). On average a semi busy system will have a 5% job cost which is roughly 10mil installation cost for a single run of an Abaddon.
      • Installation cost designed to push people apart
        – To prevent compelte bunching of people together the costs of your staff are there to drive people back apart and ensure that those looking for better profit go where staff are in lower demand and cheaper.
      • Specialist team cost
        – There are new work teams with higher costs and additional bonuses to ME and TE.
      • System facility modifier
        – If you’re in a system with loads of stations where you can manufacture then it reduces cost these multiply together and vary between 2% and 5% reductions per station so at best case on current numbers Nonni offers a 52% reduction in installation costs. If more people manufacture here however expect costs to go up dramatically as percentage of global jobs increases.
      • Multi run discount
        – If you’re installing multiple runs then these costs will also be reduced which is done by taking 0.99 and raising it to the power of how many hours your job will have been in for when that run starts. This is a bit more complicated than I expected but in the example given 5 Abaddon’s are being built it reduces costs from 10mil to 6.93mil with a build time of 4 hours. A 30% in saving for relatively small batches is great news for large scale manufacturers.
      • Taxes
        – NPC facilities all have a 10% tax on top so an additional 1mil per Abaddon if we only install 1 run. This also helps to drive players to POS and outposts improving null and low sec industry not just high sec POS industry. Players will still have the choice to set their own taxes.

    job-installation-cost-mockup

    • Specialist teams
      – The standard work force can be upgraded to a bunch of specialists who come at an additional cost but provide bonuses to industry jobs.
    • Specialise in activities
      – Each team is linked toan activity such as manufacturing, copying, material research etc.
    • Specialise in products
      – Teams also specialise in certain types of products including structures, components, consumables, ships, modules and equipment.
    • Teams have members
      – Each team has four members each of whom bring a different bonus to the team individuals each have more specialist specialisms.
    • Narrow and broad bonuses
      – Team members have either a broad effect with a small bonus for example 1% ME bonus for small ships or a narrow effect with a larger bonus for example 5% ME bonus Frigates only. A team member affects either ME or TE with bonus up to 5%.
    • Team member efficiency levels
      – The size of the bonus is split by level and broad or narrow the bonuses are shown below:

    Level

    Material

    Time

    Broad Narrow Broad Narrow

    1

    -0.50%

    -1%

    -1%

    -2%

    2

    -1%

    -2%

    -2%

    -4%

    3

    -1.50%

    -3%

    -3%

    -6%

    4

    -2%

    -4%

    -4%

    -8%

    5

    -2.50%

    -5%

    -5%

    -10%

    • Cost of teams
      – The cost for the specialist team varies between 2% to 18% depending upon the level of bonus that they provide.
    • Bidding for teams
      worker-team-ui
      – You can bid for teams with the new industry UI and bidding is on a per system basis. This means players can freeload if they choose as such CCP may introduce further bonuses to players who actually contributed ISK. The period of bidding lasts a single week.
    • Team life cycle
      worker-team-lifecycle
      – A team lasts 4 weeks and provides its bonus system wide there is lore explaining this but the mechanics reason is that the manufacturing environment should change over time and be more dynamic to allow those with more attention to detail to profit more than the lazy who build where ever they please.

    • Starbase modifier
      – If players put up loads of POS’s in system then CCP want there to be a bonus for this too as it’s like having another manufacturing facility. This is yet to be confirmed and will be updated when more information available.
    • Outposts and FW bonus
      – Both will be getting a bonus to the cost of their work force starting at a 10% bonus per level of FW upgrade and 10% bonus in outposts per level of station slot improving upgrade. This doesn’t stack in a linear way so at level 5 expect a 41% reduction not 50%.
    • POS module stacking bonus – There is a work team cost bonus for multiple Starbase structures of the same type this is currently a linear bonus, we’ll likely see this receive balancing changes during play testing.


Blueprint and science changes

    • ME and PE levels
      – Both of these are changing to have percentages rather than levels as currently it’s not linear and can be confusing 50% of the gain is in ME 1 whilst ME 9 gets you up to 90% of the total gains. It doesn’t make much sense to a new player and the same scaled system can be in place by just increasing the time it takes to research higher levels. The caps for improvement will be ME 10% and TE 20%.
    • Waste removed from blueprints
      – The values have been changed for blueprints to be perfect and ME level improves you below perfect, a 11% increase in material requirements mean it still takes the same amount of materials but it’s a simpler system and CCP can allow better than perfect now that reprocessing is a max of 55%.
    • Removal of negative ME and TE
      – Invention will produce BPCs with positive ME and TE values only starting at +2% ME and +40% TE, this is effectively a nerf to T2 BPOs giving invention a lot more weight in markets that were previously dominated by T2 BPO owners.
    • Outposts ME bonus
      – Outposts also get a 1% bonus to material usage per level up to 5% compared to the 2% seen at a POS.
    • Old to new blueprints
      – Anything ME 1 becomes ME 5%, ME 5-9 becomes ME 9% and ME 10+ becomes ME 10% the same applies for TE just double the percentages. Some people with super researched blueprints may be a little annoyed about wasted time but it’s a great change to simplify a already complicated industry system.

    • Reduced copy time
      – The copy time of BPOs is being reduced below the manufacturing time this gives the option of copying to manufacture at POS without increased risk at exchange of losing science slots and potential profit from say invention or reverse engineering.
    • Copy time
      – Is being reduced to 80% of manufacturing time so that with max skills copying takes 6.25% less time than manufacturing of a blueprint. This is a massive change on the whole as a lot of T1 blueprints take 20x their manufacturing time to copy.

    • Invention tweaks for ME/TE 
      – CCP Greyscale announced that invention BPCs are not going to have negative ME and TE levels and this is being changed so that they have base material efficiency of 2% and time efficiency of 4%.
    • T2 BPOs get hit
      – The gap between T2 BPOs and invention is being closed by ensuring that all invention jobs have positive ME and PE percentages. This will also require an overall adjustment upwards of material requirements, currently 50%, but overall the idea is to keep consumption the same whilst closing the gap between T2 BPOs and invention to allow inventors into markets which have been BPO dominated such as cap recharger II’s.
    • Single run copies for invention – Invention only requires single run copies to produce the maximum size output it also only removes one run from the BPC if using multiple run BPCs. This will potentially receive further balancing relating to decryptors as is aimed at copy time being half of build time which doesn’t add up when multiple runs are output due to decryptors giving players an abundance of science slot time.

    • Blueprint ranks
      – There are going to be ranks for blueprints that determine blueprint research time at rank 1 such as ammo it will take a couple of minutes to research ME 1% then compare this to BS at tier 60 takes a couple of hours and titans at tier 3414 5 days. The current tiers are ammo 1, modules 2, frigates 20, cruisers 40, battleships 60, titans 3414 more info to come soon on this one.

    • Blueprint show info
      blueprint-show-info-industry
      – Is being overhauled much in line with how ships were during ISIS changes so that you can see the skill requirements icon helping you see at a glance if you have all the skills you need. Attributes tabs are being cleaned up too to show only base blueprint info other than ME/TE time which will show the actual time to take it to the next level rather than a generic time. Tabs for different activities are replaced with an industry tab where you can select the activity and see the materials.

Miscellaneous

  • Jump drive
    – Isotope consumption is going up by 50% to try and stimulate the isotope market and reduce power projection through capitals making it more of a serious decision to move capitals. This may simply increase the cost of isotopes and in turn running POS’s which could discourage people from using new Kronos industry features.
  • Jump fuel conservation module
    - A new jump fuel conservation module is being added that is designed primarily for jump freighters. No confirmation at this point as to bonuses and downsides but my guess would be jump fuel saving in exchange for cargo reduction. This then effectively creates a ‘smaller jumpfreighter’ for people only needing to move something the size of a single packaged BC.
  • Scanning upgrade nerf
    – The mid slot scanning upgrade modules now require activation meaning that they become inactive when a player cloaks, this is a change to combat the over effectiveness of combat scanning by adding a risk reward element allowing faster scanning by risking uncloaking your ship.
  • Exemption from fleet warp – You can now choose to be exempt from fleet warps this could be helpful if you’re a scout on field or if you don’t want a spy to fleet warp your shiny super capital to its doom. There’s a symbol in the fleet window to show those exempt from fleet warp.
  • Modules can be fit without skills – You’ll now be able to fit ships without the skills but the modules will remain inactive. This is really handy for bulk fitting doctrine fits ready to go on contract to alliance, the only thing left for the player to do is online modules and off you go.
  • Other potential industry changes from Greyscale
    – Starbase structures to be able to build in a Starbase, lowsec only component array to make it more competitive with null sec, copy times and copy cost per run being tweaked further (work in progress), original high ranks for capital BPOs are being reduced significantly and increases to max copy runs of capital component and nanite paste BPOs.
  • Simplified market
    market-change-industry
    – The market groups are very complex currently and most players result to search functionality. This is going to change to break industry items down into 3 categories materials (moon goo, minerals etc), components (capital components, t2 components etc) and research equipment (datacores, decryptors etc).
  • Decryptor effectiveness changed
    – With ME moving onto a 1-10% scale decryptors are now less effective they previously increased ME by up to +3 (30% of perfect materials) now they will only reduce material usage by maximum of 3%. Expect there to be large shifts in the decryptor market.
  • Fuzzysteve

    And the Thukker component array. (10% ME bonus, lowsec only)

    • http://www.evemanufacturing.co.uk/ Danny Centauri

      I’ve seen a couple of posts about that is there any dev post about it or confirmation that the 10% bonus is final. It seems a little on the high side!

      • Fuzzysteve

        http://community.eveonline.com/news/dev-blogs/starbase-changes-for-crius/ =D (I know, I’m cheating. It was in the threads though)

        It’s only for cap components, so it’s not as bad as it might sound. It’s to compete for the null sec refining bonuses.

        • http://www.evemanufacturing.co.uk/ Danny Centauri

          As well as T2 capital components will be very interesting 10% of JFs T2 materials is 400mil so could make low sec essential for JF production.

          • Nige

            What are you thoughts on how the Thukker array will effect hi-sec freighter and Orca production?

          • http://www.evemanufacturing.co.uk/ Danny Centauri

            Pretty sure in time it will kill highsec capital production just going to take about 6 months for the arrays to be common enough and everyone to make the move and arrange the logistics for large scale low sec production.