Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Careers: Difference between revisions

From EVE University Wiki
Uryence (talk | contribs)
Added Abyssals.
Uryence (talk | contribs)
Industry: Added a section about research and invention.
Line 166: Line 166:
{{co|lightblue|<no data>}}
{{co|lightblue|<no data>}}
}}
}}
===Manufacturing===
{{main|Manufacturing}}
Blueprints can be used to produce items from minerals, which can either be refined or bought from the market. Manufacturers may create items for personal use, or to sell on the market for a profit. Although the basic skills required to manufacture items can be trained quickly, increased skills will greatly improve efficiency.
Players need a base to start manufacturing, which could be an NPC station or a friendly player-owned structure such as an [[Engineering Complexes|Engineering Complex]]. Manufacturing can yield a good income, but some items cost more to manufacture than they are worth, so it is possible to make a loss too: industrialists must stay alert to the market. Industry can also be highly competitive, driving down profits in high traffic areas.
In addition to manufacturing, players can carry out [[invention]] to create more valuable T2 items, and conduct [[research]] to improve the efficiency of blueprints, making them more valuable. Players can work with dedicated research agents to obtain [[Datacore farming|datacores]], which can then be used in invention.
{{Color box|color=black|border=#888888| [[File:Wallet.png|32px|link=]]'''Average Income:'''
{{co|lightblue|<no data>}}
}}


===Mining and refining===
===Mining and refining===
Line 216: Line 201:
* Null-sec planet:  {{co|lightblue|<no data>}}
* Null-sec planet:  {{co|lightblue|<no data>}}
* Wormhole planet: 4-6M per planet per day with daily monitoring}}
* Wormhole planet: 4-6M per planet per day with daily monitoring}}
===Manufacturing===
{{main|Manufacturing}}
Blueprints can be used to produce items from minerals, which can either be refined or bought from the market. Manufacturers may create items for personal use, or to sell on the market for a profit. Although the basic skills required to manufacture items can be trained quickly, increased skills will greatly improve efficiency.
Players need a base to start manufacturing, which could be an NPC station or a friendly player-owned structure such as an [[Engineering Complexes|Engineering Complex]]. Manufacturing can yield a good income, but some items cost more to manufacture than they are worth, so it is possible to make a loss too: industrialists must stay alert to the market. Industry can also be highly competitive, driving down profits in high traffic areas.
{{Color box|color=black|border=#888888| [[File:Wallet.png|32px|link=]]'''Average Income:'''
{{co|lightblue|<no data>}}
}}
===Research and Invention===
{{main|Research}}
{{main|Invention}}
Manufacturing in New Eden ultimately relies on blueprints. Players can carry out research to improve the efficiency of blueprints, making them more valuable, and they can also develop limited-run blueprints for much more advanced ("Tech 2") ships and equipment. Players work with dedicated research agents to obtain [[Datacore farming|datacores]], which can then be used in invention.
Well-researched blueprints can be valuable to the right people, and can be sold in their own right. Experienced characters with developed expertise in research and invention can find other opportunities: many large organizations in EVE need also people to manage and improve their libraries of blueprints and oversee their internal production.
{{Color box|color=black|border=#888888| [[File:Wallet.png|32px|link=]]'''Average Income:'''
{{co|lightblue|<no data>}}
}}


==Business==
==Business==