Difference between revisions of "Industry"

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[[Category:Guides]]
 
[[Category:Guides]]
 
<div style="margin-bottom:1em; padding:.5em; font-weight:bold; text-align:center; border:1px solid #000000; background: #ff9933; width:auto; ">This page is a work in progress. Please feel free to contribute.</div>
 
<div style="margin-bottom:1em; padding:.5em; font-weight:bold; text-align:center; border:1px solid #000000; background: #ff9933; width:auto; ">This page is a work in progress. Please feel free to contribute.</div>
 
Industry is an expansive topic within Eve and to newer players it can be overwhelming. This page provides an overview of some of the Industry-related pages in this wiki.
 
 
 
{| align="right" margin="15px"
 
{| align="right" margin="15px"
 
| __TOC__
 
| __TOC__
 
|}
 
|}
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Industry is an expansive topic within Eve and to newer players it can be overwhelming. This page provides an overview of some of the Industry-related pages in this wiki.
  
 
== Mining ==
 
== Mining ==
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== Manufacturing ==
 
== 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:   
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[[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)
 
* Skillbooks (seeded daily to school stations or through LP stores)
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By analogy, imagine you could manufacture an 8GB iPod, but your neighbor could dig in his yard and mine a 20GB iPod.
 
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 [[Manufacturing | 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.  
 
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.  
  
[[T2 Invention]]
+
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, [[Tech 3 Production]].
 
 
[[Moon Goo]]
 
 
 
[[T2 Components]]
 
 
 
===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, [[Tech_3_Production | 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.''
 
''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''
 
 
[[Blueprint | Blueprint Attributes ]]
 
 
[[Using_the_Uni_POS_for_research | Using the University POS for research]]
 
 
=== Reverse Engineering ===
 
''Info regarding reverse engineering''
 
See [[Tech_3_Production#Reverse_Engineering | 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 an Alt Hauler | 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.
 
  
  
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''Maybe a skill plan we have already figured out so that they can start training skills before following the guides''
 
''Maybe a skill plan we have already figured out so that they can start training skills before following the guides''
  
''Skill suggestions at least. ''
+
''Skill suggestions at least. '
 
 
 
 
=== Methodes ===
 
''The different methodes in hauling''
 
 
 
 
 
=== Ships ===
 
''Suggested shipsetups''
 
  
 
== Trading ==
 
== Trading ==
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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'''
  
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.  
+
[[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.  
 +
 
  
[[Trading]]
 
  
  
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''Info about that consept''
 
''Info about that consept''
  
=Planetary Interaction=
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==Planetary Interaction==
 
 
The next Eve Online expansion Tyrannis as announced [http://www.eveonline.com/devblog.asp?a=blog&bid=733 here] will open up all planets in New Eden to industrialization.
 
  
At present content is slowly being made available to the test server [http://wiki.eveonline.com/en/wiki/Singularity SiSi]. This section will be used as a guide to anyone wanting to use planets. Content is not guaranteed to be 100% accurate as the information is based on the SiSi test server which can be altered at any time.
+
The Tyrannis expansion opens up all planets in New Eden to industrialization. The Uni has a good guide for [[Planetary Interaction]] on this wiki, including manufacturing details and video guides.
  
==Quick Start==
 
This page takes no more than 5 minutes to go through and at the end you will have set up a basic production chain:
 
[[5 minute guide]]
 
  
= Further Reading / Links & Stuff =
+
== Further Reading / Links & Stuff ==
 
''Links to different guides. i.ex Haladas''
 
''Links to different guides. i.ex Haladas''
  

Revision as of 16:14, 21 June 2010

This page is a work in progress. Please feel free to contribute.

Industry is an expansive topic within Eve and to newer players it can be overwhelming. This page provides an overview of some of the Industry-related pages in this wiki.

Mining

Mining is the profession of extracting ore from asteroids; these ores can then be refined into minerals that are the basis of all production in EVE. 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. Your greatest threat is often "Can Flippers" - make sure you understand their motives and how to deal with them.

Most miners start with basic mining frigates and cruisers, before progressing on to Mining Barges and Exhumers. After that, a lot of players move on to flying an Orca, perfecting their refining skills, or perfecting their mining skills. Many miners move on to ice or gas mining. If you're thinking of heading into low/nullsec space, then make sure you understand the University's policies and know which areas you are allowed to go as a neutral E-Uni member and to increase your chances of survival.

"Creating an Alt Miner" 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, although you need to be able to afford some expensive skills and implants up front to get the best out of it.

Halada's Complete Miner's Guide is a reference source for most mining information, with the mathematical foundations and most topics of mining covered in good detail.

Refining

As a new miner, be wary of refining ore for yourself. As a new player, your skills and corporation standing will be so low that the refining wastage is very high. You should check if you could earn more money by selling the ore raw, and the best option is to get someone else - who has perfect refine - to refine them for you. If not, keep stacking. If you have access to a POS to refine with then some modules will give a higher base refine, allowing you to refine perfectly with lesser skills.


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).
  • Named/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.

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 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, Tech 3 Production.


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

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. '

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

Planetary Interaction

The Tyrannis expansion opens up all planets in New Eden to industrialization. The Uni has a good guide for Planetary Interaction on this wiki, including manufacturing details and video guides.


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.