Industry
Industry is an expansive topic within Eve and to newer players it can be overwhelming, as well as the possibility of being easily exploited by dubious players.
Seeing as entire books can be written on this subject, topics have been split into small chunks, so it can be easily absorbed, and to prevent an information overload.
Below is a catalog of topics, that start from the easiest aspects of industry, and culminate in the more difficult, and cost heavy areas.
Mining
Mining is the profession of extracting ore from asteroids; these ores can then be refined into minerals which in turn are used in the production of all player created items in EVE, such as ships and modules. It is one of the few professions that is immediately available to beginning players and most EVE industrialists started their careers by mining. Mining is perhaps the most economically safe professions in EVE; losing mining ships or being podded is uncommon and minerals are always in demand. In its simplest form, mining can be accomplished by finding an asteroid site in a system and mining its asteroids with mining lasers.
Before you start
The foundations of mining, and where to start is here: Mining
Can Flipping is an issue that we have so look here
The following is a good plan for creating a new alt with the skills to fly an Exhumer within the introductory 51 days of an activated 'buddy account'. It can also be used as a guide for what skills a player would need to develop to be able to start flying higher-level mining ships: Creating an Alt Miner
The Beginning
So you want try you hand at mining, and want to get out of your 'noob' ship, so why not try here: Mining Ships
So you have tried mining and have got a taste for it, lets try out a: Mining Barge
Want a simple technique to increase your mining yield, that anyone can do? Then why not try: Mining with others
Advanced
There's just no stopping you is there! You want more more more! Well how about: An Exhumer
Its time for the final step, you want to become a mining fleet master and for that you might just want: An Orca
And what about something different, then try Ice Mining
And in wormhole space and 0.0, there's Gas Mining
Heading into unprotected Low Sec space, then you will have to read this
Wanting to play in the null sec sandbox, then without a doubt read this to find which areas you are allowed to go as an E-Uni member and to increase your chances of survival
And finally if you want to know everything, down to the EXACT numbers then this guide written by Halada has been helping out miners for many years Halada's Complete Miner's Guide
Refining
In the beginning, DO NOT REFINE - KEEP STACKING.
As a new player your skills and corporation standing will be so low that the wastage would be very high. You could earn more money by selling the ore raw if you needed the money straight away. If not get someone else who has perfect refine AND that you fully trust, to refine them for you. If not, keep stacking.
How to refine
Refining Stations
Refining stations in the Apetter Constellation
Players Who offer Perfect Refine Services
POS Refining
Manufacturing
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.
T1
See the article on T1 Manufacturing for more information.
T2
T2 manufacture is a more complex venture, requiring more skills, different materials, increased infrastructure, and good luck. Individual items are worth more, but costs are much higher as well.
T3
T3 manufacture is more complex yet, with a different set of inputs and months of skill training to do the whole process -- but again, the potential for profit is higher. It also rates its own article, here.
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.
Research
Overview info about researching
Using the University POS for research
Reverse Engineering
Info regarding reverse engineering See Tech 3 Production's reverse engineering section.
Hauling
Info and links regarding hauling should go under here starting with basics and introduction and move to more advanced stuff Creating a Hauler Alt Overview info on hauling
Hauling is generally the act of moving things from A to B. Should be simple enough. New Eden is a busy world, and indeed a large one. Because of it's size and travelsickness, traveling far distances is something New Eden's population tries to avoid. Or they just might be lazy. Therefore there are many people willing to pay you a lot for moving their things from one place to another. When realizing the vast ammounts of money that can be made out of this, it gets interesting.
Before you start
Things to know before you start a career in hauling / character creation
Maybe a skill plan we have already figured out so that they can start training skills before following the guides
Skill suggestions at least.
Methodes
The different methodes in hauling
Ships
Suggested shipsetups
Trading
Info and links regarding trading should go under here starting with basics and introduction and move to more advanced stuff
Trading is all about selling high and buying low. Trading might be the quickest way to arise from the dust and enter the halls of the rich ones. However, there is a catch. It takes money to make money. Meaning you will need a couple of millions in your wallet before attending this.
Before you start
Things to know before you start a career in trading / character creation
Maybe a skill plan we have already figured out so that they can start training skills before following the guides
Skill suggestions at least.
Station Hub Trading
Info about this consept
Haul Trading (or whatever it is called)
Info about that consept
PLanets
Further Reading / Links & Stuff
Links to different guides. i.ex Haladas
Copyright Notice
Links / List of places and guides we have pulled information out of and rearranged. Who was their authors and so on.