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| Conversely, you can also purchase PLEX using real-world money, and sell it on the market for ISK. This is completely within the game rules, and many players choose to buy PLEX for some starting capital. If you choose to do this, ensure that you only buy PLEX from a CCP-verified seller. | | Conversely, you can also purchase PLEX using real-world money, and sell it on the market for ISK. This is completely within the game rules, and many players choose to buy PLEX for some starting capital. If you choose to do this, ensure that you only buy PLEX from a CCP-verified seller. |
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| =Choosing a career=
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| Few new capsuleers consider the potential career implications of their racial, bloodline and ancestry selections when establishing their first character. Generally, they select what sounds like the most interesting or fun character background to play.
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| This isn't necessarily a bad thing for [[Clone_states#Omega_clones|Omega]] players (with an EVE subscription), however, as no in-game career choice is blocked to any racial faction (Amarr, Gallente, Minmatar or Caldari) or bloodline. Omega characters can learn any skill in the game. On the other hand, [[Clone_states#Alpha_clones|Alpha]] players (with no subscription may find themselves limited by their choice of race, as they each have their own strengths.
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| ===Do the starter career mission tracks===
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| Once you've established your character, it is recommended that you play all five of the starter career mission tracks offered: industry, military, exploration, business, and advanced military. These career introduction missions dish out numerous additional skills for free, and each is nicely explained in practice - sometimes with special "civilian" versions of the necessary module so you can try out the mechanic before training the skill needed for the real version of the module in question.
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| To access these career mission tracks, press the F12 key, then select "Show Career Agents". These introductory missions are entirely optional, but highly recommended because they provide essential skillbooks, ships, and some initial capital, with a relatively minor investment in time. The starter missions also teach you the basics of the principal career options for making money in EVE.
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| * {{co|wheat|Industry}} missions cover the basics of mining, refining and manufacturing of goods.
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| * {{co|wheat|Business}} missions introduce players to EVE's open and comprehensive market system.
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| * {{co|wheat|Military}} missions cover shooting stuff for loot and salvage.
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| * {{co|wheat|Exploration}} missions cover the discovery of valuable sites in EVE space - wormholes, deadspace pockets, and undiscovered archeology sites, among others.
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| * {{co|wheat|Advanced Military}} missions will introduce you to the finer details of EVE combat. These missions are more difficult than those of in the Military career track, and as a result, these should be taken after the other track is completed.
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| After the five career introductions, each consisting of ten missions, you will be pointed towards the first epic mission arc of EVE, "The Blood-Stained Stars". While a definite challenge for a new player, this 50-mission arc provides some substantial rewards, and is worth finishing. The arc takes you all over the safe empire space and you can freely branch off to do other things, returning to the arc later as you choose. If you decide to pursue this arc, you should read the handy mission guide on our wiki: [[The Blood-Stained Stars]].
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| ===Develop a career plan===
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| Once you've been introduced to some of the basics of EVE, and have sampled the starter career mission tracks, you now know enough to begin optimizing your character for one or more ISK-making specialties. It's generally best, at least initially, to get very good at one kind of ISK-generating activity, rather than be not-so-great at a lot of different money-earning ventures. The essential steps for developing your ISK-earning career plan are as follows:
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| # Create a concept in your mind of what you want to do in EVE. Don't limit yourself. Make this anything you can imagine, no matter how unlikely or outlandish.
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| # Do some Level 1 (and later, more advanced level) missions until you have enough resources to begin doing what you thought of in Step 1.
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| # Begin to execute your idea from Step 1.
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| # If the idea isn't profitable enough by itself to '''sustain''' itself initially, supplement with occasional mission running.
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| # Keep developing your idea, evolve it, and figure out ways to make it self-sustaining.
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| # If your idea is ultimately ''not'' self-sustaining, think of a different concept, and go to Step 2.
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| Though this approach seems obvious, very few EVE players actually plan their character's career development in this way. Instead, they try everything that comes by, as it becomes available to them, which provides a lot of variety but not any development of expertise (except in a very long run). Or, they get in a rut and start doing the same thing over and over, and eventually lose interest. If mining isn't your thing, don't do it just to earn ISK - try something else. But first, '''think''', develop a plan, start executing the plan, refine the plan as necessary, and then either build on the plan or start over. This approach will produce the best results - in EVE, or in real life!
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| =Industrial careers= | | =Industrial careers= |
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| {{Color box|color=black|border=#888888| [[File:Wallet.png|32px]]'''Average Income:''' | | {{Color box|color=black|border=#888888| [[File:Wallet.png|32px]]'''Average Income:''' |
| * Courier contracts: {{co|lightblue|<no data>}} | | * Courier contracts: Approx 50 - 70 M ISK/hour |
| * Hauling goods for sale: {{co|lightblue|<no data>}} | | * Hauling goods for sale: {{co|lightblue|<no data>}} |
| }} | | }} |
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| {{Color box|color=black|border=#888888| [[File:Wallet.png|32px]]'''Average Income:''' | | {{Color box|color=black|border=#888888| [[File:Wallet.png|32px]]'''Average Income:''' |
| * In high-sec, low-sec and null-sec: up-to 1M per site | | * In high-sec and low-sec: up-to 1M per site |
| * In wormhole pirate data sites: up-to 5-8M ISK per site | | * In null-sec: up-to 100M per site |
| * In wormhole pirate relic sites: 10-60M ISK per site | | ** Loot depends on the region |
| | * In wormhole pirate data sites: Same as null-sec |
| | * In wormhole pirate relic sites: Same as null-sec |
| * In wormhole sleeper data/relic sites: up-to 1M ISK per site - not recommended as this is a low reward for relatively high risk hacking in wormholes | | * In wormhole sleeper data/relic sites: up-to 1M ISK per site - not recommended as this is a low reward for relatively high risk hacking in wormholes |
| * In sleeper cache sites: 100-300 M ISK per site | | * In sleeper cache sites: 10-300 M ISK per site |
| * In ghost sites: 30-60 M ISK per site, reported cases with up to a few hundred million ISK per site | | * In ghost sites: 10-60 M ISK per site |
| | ** Rare blueprints worth hundreds of millions |
| }} | | }} |
| <br /> | | <br /> |
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| ==Incursions== | | ==Incursions== |
| {{main|Incursions}} | | {{main|Incursions}} |
| Incursions are high-end PvE content and are done are part of a fleet. They involve repelling NPC invaders and can be a reliable method of earning a high amount of ISK. Payouts are made to a limited number of people within the fleet, which means that each members of the fleet needs to be effective in their role - you cannot compensate for inexperience and low skills with lots of people! For this reason incursion runners normally fly battleships or more advanced ships, with logistics support. However, they always need players to act as scouts or pickets, and this role does not require any specific skills or experience. In return for keeping the incursion fleet safe, they will provide tips, which can be a very lucrative income for a new player. | | Incursions are high-end PvE content and are done are part of a fleet. They involve repelling NPC invaders and can be a reliable method of earning a high amount of ISK. Payouts are made to a limited number of people within the fleet, which means that each member of the fleet needs to be effective in their role - you cannot compensate for inexperience and low skills with lots of people! For this reason incursion runners normally fly battleships or more advanced ships, with logistics support. For EVE University members, our [[EVE University Incursion Community]] always need players to act as scouts or pickets, and this role does not require any specific skills or experience. In return for keeping the incursion fleet safe, they will provide tips, which can be a very lucrative income for a new player. However, note that this is specific to our community, and not a role that all incursion communities use. |
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| {{Color box|color=black|border=#888888| [[File:Wallet.png|32px]]'''Average Income:''' | | {{Color box|color=black|border=#888888| [[File:Wallet.png|32px]]'''Average Income:''' |
| * Damage Dealing: {{co|lightblue|<no data>}} | | * Vanguards: 60 - 120 M ISK/hour |
| * Scouting or picketing: {{co|lightblue|<no data>}} | | * Headquarters: 150 - 300 M ISK/hour (heavily influenced by fleet composition and CONCORD LP-conversion) |
| | * Scouting or picketing: 30 - 60 M ISK/hour |
| }} | | }} |
| <br /> | | <br /> |