Difference between revisions of "Manufacturing"

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==Introduction==
 
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Nonetheless, manufacturing and selling items can provide interest and ISK profit for the careful and canny player.  The player must be aware, however, that there are plenty of items which actually destroy value -- that is, there are a great number of T1 items, modules especially, that are worth '''less''' than the cost of manufacture.  There are many more items which can be sold at a profit, but only in a limited volume in certain markets.  Manufacture in these cases may simply be an alternative to hauling stuff between markets.
 
Nonetheless, manufacturing and selling items can provide interest and ISK profit for the careful and canny player.  The player must be aware, however, that there are plenty of items which actually destroy value -- that is, there are a great number of T1 items, modules especially, that are worth '''less''' than the cost of manufacture.  There are many more items which can be sold at a profit, but only in a limited volume in certain markets.  Manufacture in these cases may simply be an alternative to hauling stuff between markets.
 
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 | here]].
 

Revision as of 11:15, 7 March 2010

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T1 Manufacturing

Introduction

In the EvE universe, most items are manufactured by player characters and traded in a relatively free way in the marketplace. Students of economics will note that these markets are neither perfect nor efficient in the technical senses; volumes of many items are low enough that the market can be manipulated (and is), and supply of materials and modules is partly provided by loot drops in missions, which can be adjusted without warning by the game developers. Similarly, the developers may adjust the requirements for a manufacturing process, or increase the availability of ore, or otherwise mess in the sandbox. So it's not a bad proxy for real life at that. (All these interventions have happened within the 90 days prior to this writing.)

Nonetheless, manufacturing and selling items can provide interest and ISK profit for the careful and canny player. The player must be aware, however, that there are plenty of items which actually destroy value -- that is, there are a great number of T1 items, modules especially, that are worth less than the cost of manufacture. There are many more items which can be sold at a profit, but only in a limited volume in certain markets. Manufacture in these cases may simply be an alternative to hauling stuff between markets.