Industry Talent Plans

## Introduction

This section will help you understand talents and how they affect industry, which talents affect the Industry Unit and which ones apply to you the player when you operate the unit. A new player will generally not follow one particular career initially, you may be mining, running missions, involved in pvp and crafting just from your Nanocrafter. The Base Industry Talents detailed below are quick to train and should be on your startup plan even if you are crafting in your Nanocrafter or beginning basic industry. All industry talents are applicable to both crafting in a Nanocrafter or manufacturing production lines.

If you decide to follow an industry career your talent plan may differ slightly based on the tier of items you produce or the reason for manufacturing (convenience or profit). Selling Tier 1 items on the market for a profit will require you to have maximum refining skills. Whereas selling Tier 3 and 4 items will require you to invest in proficiency and productivity talents. Talent points are accumulated at 90 per minute (1.5 per second) and to complete all the relevant industry talents to the fullest extent will take 12 years and 5months, so it is best to have a plan to return best outcome for the time invested.

There are four areas where talents are important to the industrialist, each contribute to more efficient production lines in the following ways.

* Reduction of time: Efficiency Talents
* Reduction of input materials: Refining Talents
* Increase in output materials: Productivity Talents
* Ability to use higher tier units: Proficiency Talents

The two skills that affect the cost of an item you produce are Refining and Productivity Talents. Lets look at all four talents and how they help.

## Industry Talents

#### Efficiency Talents

Efficiency Talents reduce the time it takes to complete a cycle of an industry unit. Efficiency talents in the Crafting area of the talent UI (F2) are activated when you start the production cycle. If your production cycle is on a 'maintain' run, your new talents will take effect on the next cycle, there is no need to restart the industry job for the new talents to take effect. This applies to all talents that are in the Crafting area of the UI and not just Efficiency talents.

Efficiency talents that are in the Industry area of the Crafting UI apply to the industry unit its self. The Efficiency Handling talents apply when you 'put down' the element on the construct. You can apply talents after you have put down the element by selecting the construct or the industry unit. Right click > Construct > Reapply Talents on Construct, or Right click > Advanced > Reapply Talents to Element. Increased efficiency per level has the following rates.

 Ammo
 Fuel
 Parts
 Refined Materials
 Scraps
 Honeycomb

#### Refining Talents

Refining Talents reduce the quantity of input volumes to complete one cycle of an industry unit. Refining talents only affect the production of Fuels, Honeycomb, Refined Materials and Scraps. Reduction in input volumes is reduced per level at the following rates.

 Refined Materials
 Scraps
 Honeycomb
 Fules

#### Productivity Talents

Productivity talents increase the volume of output material and components. These talents apply to the production of Fuels, Honeycomb, Refined Materials and Scraps but also in Ammunition and Intermediary Parts up to Advanced Tier. Productivity talents increase volumes to the following rates per level.

 Refined Materials
 Scraps
 Honeycomb
 Fules
 Ammo
 Intermediary Parts

#### Proficiency Talents

Proficiency Talents provides the player the ability to use higher tier or level industry units. These talents are usually trained on an as needed basis and follow the following mechanic

 Level 1
 Level 2
 Level 3
 Level 4
 Level 5\*

Note: Currently the highest tier of industry is Rare, rare industry units create parts for exotic elements. Training Level 5 proficiency has no relevant benefit as there are no exotic industry units.

Talent Plans

How a player prioritizes talents will depend on the objective for starting industry. As a general rule if the player is manufacturing for convenience they may prioritize Efficiency talents over Productivity, or if for selling on the market they would reverse that order. The time to train talents is not linear and the player will need to determine if the time cost for the final level 5 skill is worth the investment. This is usually more applicable in the area of large scale refining.

If you are manufacturing to sell for profit on the market the final 3% to complete level 5 for pure and material refinery with Tier 1 and 2 takes approximately 243 days to complete but is essential to remain competitive. Selling tier 3 and above items the margins are slightly higher but take a larger commitment in schematics. For manufacturing higher tier items your focus would be more on a broader range of talents, completing some higher tier talents to lower levels. Talent management is a complex subject and while this guide show you the basic mechanics there are a few community written tools that help you test the effect of talents on the outcome of price of the commodity .

## Basic Industry Talents

The selection of talents below will provide a good foundation for crafting or as a beginning of training in manufacturing. The following basic plan takes just over 2 days to complete.

As you begin manufacturing with industry units you will also need basic proficiency in the respective types of units for materials and parts and the sizes of the Assembly Lines that builds the finished element.

## References

1. ↑ https://du-craft.net/
2. ↑ https://tvwenger.github.io/du-factory-generator/latest/