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John Haldane (talk | contribs) →Manufacturing: corrected "everything is made by players". Also took the hyper out of capitalism. And added economics stuff. |
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'''starting with basics and introduction and move to more advanced stuff''' | '''starting with basics and introduction and move to more advanced stuff''' | ||
See [[Manufacturing]] for details on this complex subject. | |||
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: | |||
* Skillbooks (seeded daily to school stations or through LP stores) | |||
* T1 BPOs (similar to skillbooks) | |||
* Datacores (used for T2 and T3 research; obtained in a time-limited way from R&D agents/missions). | |||
* Containers (seeded to stations). | |||
* Meta-1 through Meta-4 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. | |||
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. Skillbooks and blueprints appear to be sold in a manner that maintains price stability and high availability. | |||
The wide availability of meta-1 through meta-4 modules is viewed by many as a major economic problem in EvE, since any of these are superior substitutes to T1 manufacture, which produces Meta-0 items. Indeed, many meta-4 modules are superior to the T2 variants. | |||
By analogy, imagine you could manufacture an 8GB iPod, but your neighbor could dig in his yard and mine a 20GB iPod. | |||
''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.'' | |||
=== Before you start === | === Before you start === | ||
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''Info about manufacturing (The Art of Creating Things out of blueprints and stuff)'' | ''Info about manufacturing (The Art of Creating Things out of blueprints and stuff)'' | ||
==All this stuff is in the [[Manufacturing]] article. == | |||
=== Research === | === Research === | ||
''Overview info about researching'' | ''Overview info about researching'' | ||