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Industry: Difference between revisions

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== Manufacturing ==
== Manufacturing ==
See the article on [[Manufacturing | T1 Manufacturing]] for more information.
T2 manufacture is a more complex venture, requiring more skills, different materials, increased infrastructure, and good luck.  Individual items are worth more, but costs are much higher as well. 
T3 manufacture is more complex yet, with a different set of inputs and months of skill training to do the whole process -- but again, the potential for profit is higher.  It also rates its own article, [[Tech_3_Production | here]].


Manufacturing is, in short, to produce items from blueprints and materials. This includes several complex operations such as Research, Copying, Invention and Reverse Engineering. New Eden is a massive world with a huge population forming a capitalistic market. This means there is very limited state controlled production(NPC) of any kind.  Most items are manufactured by players, with certain important exceptions:   
Manufacturing is, in short, to produce items from blueprints and materials. This includes several complex operations such as Research, Copying, Invention and Reverse Engineering. New Eden is a massive world with a huge population forming a capitalistic market. This means there is very limited state controlled production(NPC) of any kind.  Most items are manufactured by players, with certain important exceptions:   
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By analogy, imagine you could manufacture an 8GB iPod, but your neighbor could dig in his yard and mine a 20GB iPod.
By analogy, imagine you could manufacture an 8GB iPod, but your neighbor could dig in his yard and mine a 20GB iPod.
===T1===
See the article on [[Manufacturing | T1 Manufacturing]] for more information.
===T2===
T2 manufacture is a more complex venture, requiring more skills, different materials, increased infrastructure, and good luck.  Individual items are worth more, but costs are much higher as well. 
===T3===
T3 manufacture is more complex yet, with a different set of inputs and months of skill training to do the whole process -- but again, the potential for profit is higher.  It also rates its own article, [[Tech_3_Production | here]].


''More on economics -- Eve's population and markets are huge and well-developed for a video game, but in real-world economic terms, the markets are small, fragmented, and highly inefficient (in the technical sense).  They're also subject to the equivalent of massive disruption by the game developers, which you may equate to the state or to acts of God.  Hauling as a career will let you exploit and correct some of those inefficiencies, and this is the basis of the station-trading profession -- so be aware of the ways in which EvE's markets fail, because that's where you'll make your money.''
''More on economics -- Eve's population and markets are huge and well-developed for a video game, but in real-world economic terms, the markets are small, fragmented, and highly inefficient (in the technical sense).  They're also subject to the equivalent of massive disruption by the game developers, which you may equate to the state or to acts of God.  Hauling as a career will let you exploit and correct some of those inefficiencies, and this is the basis of the station-trading profession -- so be aware of the ways in which EvE's markets fail, because that's where you'll make your money.''