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[[File:Manufacturing.png|thumb|left|400px|Not all T2 manufacturing jobs require every single input material.]]{{tocright}} | |||
[[File:Manufacturing.png|thumb|left|400px|Not all T2 manufacturing jobs require every single input material.]] | |||
In the EVE universe, the vast majority of items are manufactured by player characters and traded in a relatively free way in the marketplace. Students of economics will note that these markets are neither perfect nor efficient in the technical senses; volumes of many items are low enough that the market can be (and is) manipulated, and supply of materials and modules is partly provided by loot drops in missions, which can be adjusted without warning by the game developers. Similarly, the developers may adjust the requirements for a manufacturing process, or increase the availability of ore, or otherwise mess in the sandbox. | In the EVE universe, the vast majority of items are manufactured by player characters and traded in a relatively free way in the marketplace. Students of economics will note that these markets are neither perfect nor efficient in the technical senses; volumes of many items are low enough that the market can be (and is) manipulated, and supply of materials and modules is partly provided by loot drops in missions, which can be adjusted without warning by the game developers. Similarly, the developers may adjust the requirements for a manufacturing process, or increase the availability of ore, or otherwise mess in the sandbox. | ||
Nonetheless, manufacturing and selling items can provide interest and ISK profit for the careful and canny player. The player must be aware, however, that there are plenty of items which actually destroy value - that is, there are a great number of T1 items, modules especially, that are worth '''less''' than the cost of manufacture. There are many more items which can be sold at a profit, but only in a limited volume in certain markets. Manufacture in these cases may simply be an alternative to hauling stuff between markets. | Nonetheless, manufacturing and selling items can provide interest and ISK profit for the careful and canny player. The player must be aware, however, that there are plenty of items which actually destroy value - that is, there are a great number of T1 items, modules especially, that are worth '''less''' than the cost of manufacture. There are many more items which can be sold at a profit, but only in a limited volume in certain markets. Manufacture in these cases may simply be an alternative to hauling stuff between markets. | ||
==T1 Production== | ==T1 Production== | ||
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Imagine a combination of invention, T2 production and capital ship construction, and you'll have a fair idea of the process to create jump freighters - the only T2 capital ship. Fortunately, because jump freighters can dock and enter hisec, you can also build them in hisec station facilities. | Imagine a combination of invention, T2 production and capital ship construction, and you'll have a fair idea of the process to create jump freighters - the only T2 capital ship. Fortunately, because jump freighters can dock and enter hisec, you can also build them in hisec station facilities. | ||
== T3 Production == | == T3 Production == | ||