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Guide – Tech III Production
Originally posted on eve-guides.com
There are several steps to Tech III production but before we go into those a quick word about the only available Tech III ships from the Apocrypha expansion.
Strategic Cruisers are currently the only available Tech III ships. Each ship is comprised of a hull and 5 subsystems, you MUST have the subsystems fitted to the ship to be able to fly it, the hull alone is about as much use as a car without wheels.
So with that in mind the follow sections have been split into several major parts, the manufacturing of the hull and the subsystem manufacturing.
The Complete start to finish Tech III process
1. Mine gas in WH space
2. React the mined gas in a POS Polymer Reactor Array to create Hybrid Polymers
3. Shoot Sleeper NPCs and salvage the wrecks
4. Combine Hybrid Polymers + Sleeper salvage to make Tech III Components
5. Get Ancient Relics, decryptors and datacores from Mag/Radar sites in WH space
6. Using a POS experimental lab (or caldari outpost), reverse engineer the relics to get Tech III – 3 run BPCs of Hulls/Subsystems
7. Make the Hulls/Subsystems in a Subsystem Assembly Array (or amarr outpost)
Where to get what parts/materials/BPO/BPCs
Short answer is Wormhole Space
Long answer is below
Polymers
Polymers are made in the Polymer Reactor Array which can only be anchored using a POS in 0.3 and below. A polymer reaction requires gas from Ladar sites in Wormhole space and normal mineable minerals.
Polymer reaction blueprints are seeded on the NPC market under Manufacture & Research / Reactions / Polymer Reactions
Making Polymers is on this page.
Components
A Hull and subsystem component is made up of Hybrid polymers and salvaged sleeper wrecks.
Component BPOs are available on the NPC market under Blueprints / Components / Hybrid Components.
Hull and Subsystem BPC
A Hull and Subsystem BPC is perhaps the hardest thing to get and make, the only way to get hold of hull/subsystem BPCs is to reverse engineer ancient relics found in WH space.
The decryptors and datacores for the reverse engineering come from sites within WH space and are also possible to get from failed reverse engineering attempts.
Ancient Relics
Ancient relics are gathered from magnetometric sites (and in some Radar sites) in WH space. Ancient relics are reverse engineered to get Hull and Subsystem BPCs.
Sleeper Loot
The loot that sleepers drop are like the nnth Tier Overseer’s Personal Effects, in that they are tradeable to NPCs (Credron and Zainou are two) who will buy them.
Making a Hybrid Polymer Reaction
Lets take a Polymer reaction “Fulleroferrocene” as an example
The reaction blueprint is as below

To make this we require 1,000 units of Tritanium per cycle (per hour), 200 units of Fullerite-C50 gas per cycle and 100 units of Fullerite-C60 gas per cycle.
Fullerite C50 and C60 gases are mined in gas cloud sites (Ladar sites) in Wormhole space.
To make this reaction we require a POS/Starbase with at least the following equipment:
* 1 Normal Silo (to hold the Tritanium)
* 2 Biochemical Silos (to hold the Fullerite-C50 and C60 gases)
* 1 Hybrid Polymer Silo (to hold the end product Fulleroferrocene)
* 1 Polymer Reactor Array
* 1 Large Control Tower (see below)
The total CPU and power needed for the above reaction is 1500CPU 125,000MW (Reactor) 250CPU 50,000MW (Polymer Silo) 500CPU 100,000MW (2 Biochem Silos) and 500CPU 50,000 MW for normal silo which in total is 2,750CPU and 325,000MW.
In conclusion you could do the above using a medium comtrol tower but will not have any room for defenses or other structures, so a large control tower is the recommendation.
Setting Up
* Anchor and online all structures.
* Place the Fulleroferrocene reaction blueprint into the reactor
* Set your normal silo to tritanium (via the control tower – manage screen)
* Set one biochemical silo to Fullerite-C50
* Set the other biochemical silo to Fullerite-C60
* Set the output Hybrid Polymer Silo to Fulleroferrocene
* Fill the normal and 2 biochemical silos with the appropriate materials
* On the control tower – manage screen on the processes production tabs
* drag the trit silo output box (right side) to the input of the reactor (left side)
* drag the C50 silo output box (right side) to the input of the reactor (left side)
* drag the C60 silo output box (right side) to the input side of the reactor (left side)
* drag the hybrid silo input box (left side to the output side of the reactor (ride side)
* CLICK APPLY
Hopefully if you have done it correctly the input/output boxes should “stick” (stay where you put them) and the reactor should start up. It may take 2 hours for the output silo to show your reacted product Fulleroferrocene.
How to make components
To make the components you will need component blueprint originals (sold at NPC stations). Materials to make the components are hybrid polymers and Sleeper salvage.
These components can be build in normal NPC stations in the normal manufacturing way.
Reverse Engineering (updated with Apoc 1.3 changes)
Reverse Engineering (RE) is *the* big thing in Tech III production.
The sole purpose of RE is to get Hull and Subsystem BPCs for the strategic cruisers.
To be able to perform RE you will require a POS with an Experimental Lab or access to a Caldari Outpost. You cannot do RE in normal NPC stations. An Experimental Lab will anchor in high sec.
Each reverse engineering job will take 1 hour to complete.
Update – We have had confirmation from a CCP dev that training the skills higher will effect the outcome of the reverse engineering job. There are 3 different categories of Ancient Relics, these are Intact, Malfunctioning and Wrecked and it’s quite clear from the results I have had that they all have different degrees of success attached to them (intact = best chance and wrecked = worst chance). Reverse Engineering Intact relics is much more reliable than those wrecked ones, currently I have had a very high success rate of Intacts and not yet a single success off a wrecked relic.
Skills required to perform RE
Additional skill requirements to perform the actual reverse engineering on the relic are listed after the bracketed requirements of the Subsystem Technology skills.
Reverse Engineering (requires science 5, Metallurgy 4 and Research 4)
Offensive Subsystem Technology (requires Research 5, Science 5, Engineering 5, High Energy Physics 4) plus Plasma Physics 1
Propulsion Subsystem Technology (requires Research 5, Science 5, Engineering 5, Graviton Physics 4) plus Rocket Science 1
Electronic Subsystem Technology (requires Research 5, Science 5, Electronics 5, Electronic Engineering 4)
Engineering Subsystem Technology (requires Research 5, Science 5, Engineering 5, High Energy Physics 4) plus Quantum Physics 1
Defensive Subsystem Technology (requires Science 5, Nanite Engineering 4, Electronics 5) plus Hydromagnetic Physics 1
Reverse engineering Hull Relics do not require any new special skills.
Materials needed to perform RE
A Sleeper Relic
Racial Hybrid tech Decryptors
Subsystem Engineering Datacores mixed with normal Invention datacores
R.A.M.- Hybrid technology
All the above materials with exception to the normal datacores are available in Wormhole space at exploration sites or bought off the market.
The Racial Hybrid Tech Decryptor determines the race the BPC will be, so if you use a caldari Decryptor then on a successful RE attempt the BPC will be of Caldari design.
The Ancient relic type does not seem to determine any particular outcome it appears to be random. For instance I used the same Malfunctioning relic on 2 jobs and the outcome were 2 different subsystem BPCs.
All items above are consumed by the RE job (it’s not like invention where the interface isn’t consumed). There are varying degrees of success (maybe, awaiting confirmation by CCP that the outcome equation hasn’t been altered in Apoc 1.3), if you aren’t successful then you may get back a datacores, a decryptor or the hybrid tech and then there’s the utter failure where you completely fail and get nothing at all. If you use “intact” relics there’s a chance you may get a wrecked relic back from a failed RE attempt.
An Intact Relic yields a 20-run BPC.
A Malfunctioning Relic yields a 10-run BPC.
A Wrecked Relic yields a 3-run BPC.
With Apocrypha 1.1 there are now 4 types of Subsystems for each category, so to get a specific subsystem is now harder as you can only determine which type you are going to get if successful. See the chart below to see which relic you should be using to get which subsystem:
| Relic type | RE Outcome Type |
| Armor Nanobot | Defensive Subsystem |
| Electromechanical Component | Electronics Subsystem |
| Power Cores | Engineering Subsystem |
| Thruster Sections | Propulsion Subsystem |
| Weapon Subroutines | Offensive Subsystem |
| Hull Section | Ship Hull section |
How to make the hull and subsystems
To make the hull and subsystems you will need to perform reverse engineering on Sleeper relics to get the necessary BPCs (or buy them off contracts when they become available). Materials to make the components are made from hybrid polymers and Sleeper salvage.
These components, can be built in normal NPC stations in the normal manufacturing way.
Hulls and Subsystems require a POS/Starbase Subsystem Assembly Array to build them in which can be anchored and used in high sec space, or you can use Assembly lines in Amarr Factory Outposts.
Skill requirements
Subsystems – Cruiser Construction L4 – Jury rigging L5
The rest of the subsystem skills depends on the subsystem – there will be 1 subsystem technology required at L1 (IE Offensive Subsystem L1) and 2 Sceince skills at Level 4
Hulls – Cruiser Construction L5 – Industry L5 – Starship Engineering L5 and Mechanical Engineering L4








