Is it worth building?
Pick something and this works out what it costs to build, what it sells for, and what is left over. No account needed — the market is the same for everybody, and so is the arithmetic.
Start typing a name. The list is searched in your own browser, so nothing you type is sent anywhere until you pick something.
Material and time efficiency of the blueprint you are running. ME10/TE20 is a fully researched T1 blueprint, an untouched one is 0/0. Reaction formulas cannot be researched, so neither applies to them.
Fees, structure and everything else
The default is the cautious combination: you buy materials from sell orders and sell the product to buy orders, both immediately. Placing your own orders and waiting pays better — but a calculation should not hand you the best case as if it were the normal one.
ME and TE for everything built further down the chain. They are a separate pair because you rarely have the same research on your component blueprints as on the one you are actually running.
Broker fee and sales tax are yours and depend on skills and standings. The two on the right are CCP's and change with patches — check them against the industry window in game before you trust an ISK figure that depends on them.
Blueprint cost is what getting the blueprint cost you, for the whole calculation: nothing for a T1 original you already own, and datacores plus job cost plus failed attempts for an invented T2 copy. Invention makes a blueprint rather than a good, which is why it is a field here instead of part of the material tree. Leave the sell price and the material cost empty to use the market — fill the material cost in when you have already bought everything and know what it came to.
What it costs
- Materials
- — ISK
- Job cost
- — ISK
- Blueprint
- — ISK
- Freight
- — ISK
- Total
- — ISK
What it brings in
- Price per unit
- — ISK
- Gross
- — ISK
- Broker fee
- — ISK
- Sales tax
- — ISK
- Net
- — ISK
What is left
- Profit
- — ISK
- Margin
- —
- Cost per unit
- — ISK
- Break-even per unit
- — ISK
- Break-even before fees
- — ISK
- Job time
- —
- Oldest price used
- —
The first break-even is the price that actually comes out even — sell at it and the broker fee and the sales tax are already covered. The second is simply cost divided by units, which is what a spreadsheet gives you and about five percent too low. Five percent is the whole margin in most industry calculations, so both are shown.
Where the money goes
Every material, what it costs, and what the other choice would have cost. The rows that open are things being built instead of bought.
What these numbers are, and what they are not
Prices come from CCP's own market data, fetched once for everybody and kept for up to 15 minutes. Every result is shown with the age of the oldest price it used, because a calculation is exactly as fresh as that. They are also the best order in the whole region rather than in one particular station.
Industry skills are not in this yet. The job time shown is the time for someone with no industry skills at all, which is the longest it can possibly be — yours will be shorter, never longer.
The job cost follows CCP's own formula: the blueprint's unmodified material quantities at CCP's reference prices, times the system cost index plus the two rates above. ME lowers what you pay for materials — it never lowers what the job itself costs.
None of this needs an account, and signing in does not change a single number on this page. When your own blueprints, structures and skills can be read from EVE they will fill these fields in for you — they will not unlock anything that is locked now.