This is an (incomplete) list of *EVE Online* Industry Formula. They have been adapted for quick copy/paste use in Google Sheets from the widely shared (but now partially outdated) list at https://eve-industry.org/export/IndustryFormulas.pdf.

Within each formula, the *italic* words should be replaced by their appropriate value/calculation.

The formula is transferrable between Google sheets and Microsoft Excel, though it will require some alterations with how Google Sheets handles brackets and name their functions. i.e Google Sheets *=CEILING()* whereas Microsoft Excel *=CEIL().*

I have not experimented with some industry activities, such as invention. As such, I will not provide an updated formula for these incase I get them wrong. I plan to do *a bit of everything* at some point or another, so will update this post as I go with new formula. If you have any formula you think need to be in the list, or are slapping your head because you know a simple formula to get around some of my MacGyvered methods, please get in touch in-game!

required=MAX(runs,CEILING(ROUND(runs*baseQuantity*(1-ME%),2)))ME%=(1-(1-structureRole%)*(1-structureModifier%)*(1-blueprintME%))structureModifier= (rig%*securityMultiplier)

Example Usage:

*2,124,461 Units of Tritanium are required for 100 runs of a Venture in a Sotiyo, located in null sec, rigged with a T1 rig and a 0% ME blueprint.*

=MAX(100,CEILING(ROUND(100*22400*(1-(1-(1-1%)*(1-(0.02*2.1))*(1-0%))),2)))

productionTime=baseProductionTime*TE%*(1-t2Skill)*runsTE%=((1-blueprintTE%)*(1-structureRole%)*(1-structureModifier%)*(1-industrySkill%)*(1-advancedIndustrySkill%)*(1-implant%))structureModifier=(rig%*securityMultiplier)industrySkill%=(0.04*industrySkillLevel)advancedIndustrySkill%=(0.03*advancedIndustrySkillLevel)

Production time is calculated in seconds, and should only be converted to d:hh:mm:ss for visual display after the final calculation.

Example Usage:

*359,040 seconds = 4d 3h 44m for 100 ventures at 59.84% reduction
*

*59.84% = 0% blueprint, 15% structure role (Raitaru), 0% structure modifier (no TE rig), 20% industry skill (level 5), 12% advanced industry skill (level 4), 0% implant (no implant).*

=6,000*((1-0%)*(1-15%)*(1-0%)*(1-20%)*(1-12%)*(1-0%))*100

Tax is calculated from the Estimated Items Value (EIV). The EIV is the adjusted value of all base input materials *before* blueprint, skill, and facility bonuses are considered (the values you see under *required input materials* in the *industry* tab when you *show info* on a blueprint).

The system cost index displayed in game and called via API is rounded to two decimal places, but the value used in the calculation in-game is not. To get the exact system cost index, simulate a large industry job and mouse-over the job cost to see a break-down of the cost. Divide the displayed system cost index ISK value by the displayed EIV value (Figure 1).

totalJobCost=grossCost+facilityTax grossCost=ROUNDDOWN(EIV*systemCostIndex*(1-structureRole%))facilityTax=ROUNDDOWN(EIV*(facilityTax+sccSurcharge))EIV=SUM(baseQuantity*adjustedPrice*runs)

Example Usage:

*14,435,768=7,472,347+6,963,421*

*7,472,347=ROUNDDOWN(174,085,539*4.51825524692203%*(1-5%))*

*6,963,421=ROUNDDOWN(174,085,539*(2.5%+1.5%))*

*System Cost Index = 7,865,629/174,085,539 = 4.51825524692203% ≠ 4.52%*

=(ROUNDDOWN(174,085,539*4.51825524692203%*(1-5%)))+(ROUNDDOWN(174,085,539*(2.5%+1.5%)))

If you want to be *exact* with your calculations – to the exact number of required materials for your total build – you must calculate your build requirements based on the job slots you will be using because you cannot start a job if the last run in the job starts after 30 days (2,592,000 seconds). This will increase the required input materials by a small amount. A simplified example to help you picture this is you how you cannot subtract 5% from an input requirement of 5, but you *can *subtract 5% from 500. This is more of a concern when minmaxing your production line.

To achieve these calculations, some steps are required to calculate a few different values: How many of the final product we require (*requiredQTY*); the maximum number of runs we can submit (*maxRuns*); how many job slots we need to achieve *requiredQTY* (*jobSlots*); the duration of a single run including any time efficiencty reductions (*singleDuration*); the remaining amount of job runs (*remainingRuns*).

jobSlots=ROUNDUP(requiredQTY/maxRuns)maxRuns=ROUNDUP(2592000/singlerunDuration)remainingRuns=(ROUND(maxRuns*(IF(ISNUMBER(unclean),TEXT(unclean-INT(unclean),"0.#######"),"Invalid Number")))unclean=requiredQTY/maxRuns

With this data we can calculate how many job slots are required and how many job runs are requried for each job slot. The *remainingRuns* formula extracts the decimal value from dividing the requiredQTY by *maxRuns*.

Now that we know the number of job slots, and job runs per job slot, we can alter our *Required Materials* calculations to calculate the job runs for each max job run and then the remaining job without maximum runs. For example, if you have 2 jobs at 63 and 1 at 5, instead of setting the QTY to 131, you set it to 63, multiply that result by 2, then add the same formula to the result, but instead of a QTY of 63, set it to a QTY of 5. The difference is minute for large runs, but there *is* a difference.

Reprocessing tax in NPC stations is by default 5% of the adjusted value of the output materials from reprocessing. The *effective standing* towards the NPC Corp who own the NPC Station lowers this to 0% at *effective standing* 6.67. There may be better ways to write this formula, but I perform a simple vlookup to the table (Appendix 1). The IFERROR functions to return 0.00% if the effective standing is greater than 6.67. *See Appendix 2 for an example of standings and reprocessing tax for each major trade hub.*

Reprocessing Tax =SUM(adjustedOutput)*TaxTax =IFERROR(VLOOKUP(effectiveStanding+(10-baseStanding)*(4%*(connectionsSkill),2)

*baseStanding *= the *base *standing towards the NPC corporation who owns the NPC station

*connectionsSkill* = the skill level (1-5) of the *Connections *skill.

With skills and standings, it is possible reduce brokerage fees to as little as 1% in NPC stations. Achieving 1% requires significant time investment, but below 2% can be achieved easily. You can see an example in Appendix 2, or in this article: https://www.nosympathy.space/market-standings-guide

Brokerage Fee = 3%-(0.3%*brokerRelationsSkill)-(0.03%*baseFactionStanding)-(0.02%*baseCorpStanding)

*brokerRelationsSkill* = the skill level (0-5) of the *Broker Relations* skill.

*baseFactionStanding* = the *base standing* towards the NPC Faction the NPC Corp station is aligned to.

*baseCorpStanding *= the *base standing *towards the NPC Corp who owns the NPC station.

Market | Faction | Corporation |
---|---|---|

Jita |
Caldari State | Caldari Navy |

Amarr |
Amarr Empire | Emperor Family |

Rens |
Minmatar Republic | Brutor Tribe |

Hek |
Boundless Creation | |

Dodixie |
Gallente Federation | Federation Navy |

Appendix 1. Standings Lookup

This table lists each value between and including 0.00 and 6.67 (3 significant figures). There are 668 values. We know 0.00 is 5% and 6.67 is 0.00%. To learn the percentage amount to reduce the value by in each row of column 2, we perform a simple calculation in each cell: ROUND(0.05/668,7).

Appendix 2. Market standings and Reprocessing Tax. The user inputs their base standings in the green cells and skill data elsewhere and the spreadsheet calculates the rest.