Principles of Industry in EVE Online
Duncan Ringill

CCP Greyscale outlines the philosophy of industry and where it’s headed:

EVE industry generally treads a different path to comparable professions in other games. You’re not crafting that one perfect weapon, trying to work out the perfect ratios of rare ingredients, because you’re not a master craftsman, you’re a master industrialist, and you work at /scale/. And in the new system, that’s where your challenges will be: how to scale up, how to spread out, where to settle and when to move.

Your sums will drift over time, as the activities of other players around you affect your costs and your outputs, and you’ll have to figure out who to team up with and who to compete against. Maybe you’ll find a quiet backwater system and hire mercenaries to keep others out and your costs down. Maybe you’ll cut a deal with some fledgling nullsec group, trading arms for facility access. Or maybe you’ll pick a high-value system and form a local industrial cartel to control the system and outbid those heathens in Jita for the best manufacturing teams. And you’ll always be asking “am I working in the right place?”, but the answer will only rarely be “no, I should move” – because industry works on a slower cycle, and because in teams and player interactions you have the tools to change the answer if you don’t like it.

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