Archive:Packing for Solitude
Due to having limited access to the rest of Empire space, you should bring as much of whatever you might need as possible. Certain items cost less in Solitude, while others cost far more. Check out the Freshman Hangar if you have trouble getting equipment through the local market.
What to bring
The Project Solitude Fleet Up Doctrine provides a list of fits suitable for most of the common activities available in Solitude. Visit the Wiki Fleet-Up page for instructions on how to join.
Modules
Prepare to have spare modules, and try to bring equipment over in bulk whenever possible in order to limit risk. Bring only the ones you need. Most modules you can steal off rats.
Modules above Tech I can cost double their in-Empire price. Some modules are almost nonexistent on the Solitude marketplace. If you are curious about whether or not a specific item is stocked in Solitude and you do not have access to the area simply head over to EVEMarketer, click on "Region: All Regions", select Solitude from the drop-down list of Regions and enter the item that you're looking for. If EVEMarketer doesn't have the information you need you can always ask for a price check in the Solitude.E-Uni Chat channel.
Scanning
We recommend spares of:
- Cloaking devices (covert ops version if you can fly a Covert Ops frigate, T3 or Recon cruiser)
- Core probe launchers (Sisters Core Probe Launchers are a good idea as the price for these can be exorbitant in Solitude)
- Core probes (Sisters Core Probes are recommended)
- Covert ops frigates (If you can fly one of these the world is your oyster)
Skillbooks
There is a Federation Navy School two jumps into Low-Sec in the system of Elore. Note that not all skillbooks will be seeded here and that both this station and the route to it are sometimes camped. It is recommended to do a little scouting or go as a group if you are unfamiliar with Low Security space. Also remember you can now inject skills that you cannot train directly. So if you are about to get skill books for yourself do not undock with them! Just inject them right away and they are forever yours.
General supplies
Ammunition and scripts are generally not more expensive in Solitude than elsewhere in Empire. Nanopaste and cap boosters will usually need to be obtained outside of Solitude if large quantities are needed.
Tech I Industrial
It's a good idea to use a T1 Industrial when moving a medium amount of cargo (Template:Gaps–Template:Gaps m3) as they carry enough for several packaged frigates or a couple cruisers and you can make multiple trips through a High-Sec to High-Sec Wormhole in a T1 Industrial without compromising the stability of the Wormhole.
An Imicus is an ideal alternative if you don't have that much to cart over as it has a base 400 m3 cargo that can be expanded up to Template:Gaps m3 with Cargohold Expander modules and Cargohold Optimization Rigs.
What NOT to bring
Certain ships
Many T1 Sub-Capital ships are less expensive to obtain in Solitude due to the proximity to Null Security space and the risk involved in transporting ships back out to the rest of Empire.
For the same reason larger and more expensive ships (i.e. Freighters and Pirate Cruisers/Battleships) can be difficult to take back out of Solitude. Consideration should be given when bringing them into the area. Most High-Sec to High-Sec Wormholes can only handle a Freighter passing through twice before they are destabilized.
If you feel you must bring something shiny or large, make sure that it is something that you will use regularly as it may be very difficult and time-consuming to relocate such items back to the contiguous Empire.