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Economics: Difference between revisions

From EVE University Wiki
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* Datacores (used for T2 and T3 research; obtained in a time-limited way from R&D agents/missions).
* Datacores (used for T2 and T3 research; obtained in a time-limited way from R&D agents/missions).
* Containers (seeded to stations).
* Containers (seeded to stations).
* Meta-0 through Meta-4 modules (loot from missions).
* '''Meta-0 through Meta-4 modules (loot from missions).'''
* Officer/deadspace modules (loot from missions).
* Officer/deadspace modules (loot from missions).


Faction items (Caldari Navy Raven, etc.) are a mix of player and NPC production -- some items can be purchased through LP stores as blueprints.
Faction items (Caldari Navy Raven, etc.) are a mix of player and NPC production -- some items can be purchased through LP stores as blueprints.


''Note that the only things that are exclusively player-manufactured are ship hulls, and T2 and T3 modules.''


Note that the supply of the last 4 items on the list is generally constrained by two factors: (a) how many missions are run, and (b) how often the item is provided as mission loot.  More missions run  leads to more stuff available for sale, without any manufacture being performed.  Skillbooks and blueprints appear to be sold in a manner that maintains price stability and high availability, which is relatively simple because these are monopoly items (with zero manufacturing cost).   
Note that the supply of the last 4 items on the list is generally constrained by two factors: (a) how many missions are run, and (b) how often the item is provided as mission loot.  More missions run  leads to more stuff available for sale, without any manufacture being performed.  Skillbooks and blueprints appear to be sold in a manner that maintains price stability and high availability, which is relatively simple because these are monopoly items (with zero manufacturing cost).