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  • 13:29, 23 July 2026 Xenunim talk contribs created page Ravworks (Created page with "{{#eveaccess:<F4L5E>}} = Ravworks Guide = == Overview == Ravworks is one of the most powerful industry planning tools available for EVE Online. It is a free third-party application designed to simplify complex manufacturing chains by automatically calculating every step required to build an item, from raw materials through to finished products. Rather than relying on multiple spreadsheets, Ravworks allows you to configure your industrial setup once and generate detailed...") Tag: 2017 source edit
  • 14:50, 12 July 2026 Xenunim talk contribs created page False Gods Investment Programme (FGIP) Bondholder Handbook (Created page with " = False Gods Investment Programme (FGIP) = = Bondholder Handbook = == Founders' Bond Series I == '''Version:''' 1.0 '''Programme:''' False Gods Investment Programme (FGIP) '''Issued By:''' False Gods Leadership '''Eligibility:''' Founding Members of False Gods '''Established:''' 12 July 2026 ---- = Welcome to the False Gods Investment Programme = The '''False Gods Investment Programme (FGIP)''' represents the next stage in the corporation's long-term development....") Tag: Visual edit
  • 14:46, 12 July 2026 Xenunim talk contribs created page Governance Framework, Treasury Management, New Offerings, Risk Disclosure, Forfeiture Policy, Dissolution Procedures, FAQ, and Final Prospectus Statement. (Created page with " = False Gods Investment Programme (FGIP) = == Founders' Bond Series I == = Part 3 — Governance Framework, Treasury Management, Risk Disclosure, Forfeiture Policy, Dissolution Procedures & Frequently Asked Questions = ---- = Governance Framework = == Overview == The False Gods Investment Programme operates under the authority of the False Gods Leadership Team. The purpose of governance is to ensure that all investment activity remains aligned with the long-term st...") Tag: Visual edit
  • 14:42, 12 July 2026 Xenunim talk contribs created page Bond Mechanics, Appreciation Model, Treasury Allocation Factor & Dividend Structure (Created page with "{{#eveaccess:<F4L5E>}} = False Gods Investment Programme (FGIP) = == Founders' Bond Series I == = Part 2 — Bond Mechanics, Appreciation Model, Treasury Allocation Factor & Dividend Structure = ---- = Bond Mechanics = == Bond Value == Each FGIP Bond represents a financial participation unit within the False Gods Investment Programme. The initial issue value of Founders' Bond Series I is: '''100,000,000 ISK per Bond''' Bond value is tracked independently from cor...") Tag: Visual edit
  • 00:37, 8 July 2026 Xenunim talk contribs created page False Gods Logistic Service (Created page with "== FGLS == False Gods Logistics Service (FGLS) is the dedicated logistics and support corporation for False Gods, created to provide secure, reliable, and efficient transportation services for both the corporation and its members. Operating as a separate corporation allows FGLS to remain ineligible for war declarations, ensuring that essential logistics, hauling operations, and high-security space activities can continue with minimal disruption. This enables the corporat...") Tag: Visual edit
  • 00:36, 8 July 2026 Xenunim talk contribs created page False Gods Hauling Services (Created page with " = False Gods Hauling Services = False Gods Hauling Services provides reliable and secure freight transportation for False Gods members, supporting the corporation's industrial operations, market activities, and day-to-day logistics requirements. Operated through '''False Gods Logistics Service (FGLS)''', our hauling network allows members to move materials, ships, equipment, and manufactured goods efficiently while reducing the risk and inconvenience of managing large-s...") Tag: Visual edit
  • 00:32, 8 July 2026 Xenunim talk contribs created page How To Join False Gods Logistic Service (Created page with " = Joining False Gods Logistics Service = False Gods Logistics Service (FGLS) is available to False Gods members who wish to utilise an alternative character for logistics, hauling, high-security operations, and corporation support activities. To maintain the security and integrity of our logistics network, all characters joining FGLS must be properly verified through our corporation authentication process. To request access for an alt character, members must navigate t...") Tag: Visual edit
  • 19:49, 6 July 2026 Xenunim talk contribs created page False Gods Member Conduct (Created page with " = Member Conduct Policy = == Overview == This document defines the expected standards of conduct for all members of '''False Gods Corporation''' across all areas of activity, including high security space, low security space, null security space, wormhole operations, alliance environments, and external communication platforms. False Gods operates as an industrial and PvP-capable corporation within a larger alliance ecosystem. As such, member behavior directly impacts...") Tag: Visual edit
  • 19:43, 6 July 2026 Xenunim talk contribs created page WinterCo Rules and Policies (Created page with " = Winter Coalition Rules & Policies = == Overview == This document outlines the core rules, governance principles, and operational policies of the '''Winter Coalition (WinCo)'''. It serves as a reference for new corporations, CEOs, and individual pilots joining the coalition, providing guidance on conduct, communication standards, diplomatic processes, and alliance-wide expectations. All members of the Winter Coalition are expected to follow these policies at all tim...") Tag: Visual edit
  • 19:34, 6 July 2026 Xenunim talk contribs created page SLYCE Wartime Protocol (Created page with " = Wartime Protocols = == Overview == As the '''SLYCE Alliance''' grows in size and strategic relevance, it naturally becomes a higher-value target for both opportunistic high-sec war declarations and organized mercenary entities seeking to disrupt alliance economic activity. In EVE Online, war declarations are a core mechanic that allow corporations to legally engage in combat across all security spaces after paying a fee to CONCORD. This creates an unavoidable aspect...") Tag: Visual edit
  • 19:34, 6 July 2026 Xenunim talk contribs created page Wormhole Policy (Created page with " = Wormhole Operations Policy = == General Overview == Wormhole space in EVE Online is a unique and highly dangerous environment that differs significantly from known space. It contains no local communication channel, no static stargate connections, and highly variable access routes between systems. Due to these conditions, wormhole space offers high-value opportunities but requires strict discipline, coordination, and situational awareness. This policy establishes th...") Tag: Visual edit
  • 19:33, 6 July 2026 Xenunim talk contribs created page Rules Of Engagement (Created page with " = Rules of Engagement (RoE) = == Overview == As '''SLYCE Alliance''' expands into low security space, null security space, and broader PvP environments, members will increasingly encounter hostile pilots and combat situations. SLYCE is not a non-PvP alliance. PvP is an expected and supported part of gameplay. However, structured rules of engagement are required to ensure members understand when and how combat is appropriate across different security spaces. These rul...") Tag: Visual edit
  • 19:32, 6 July 2026 Xenunim talk contribs created page Alliance POS Usage (Created page with " = Alliance POS Usage Guidelines = == Overview == The SLYCE Alliance maintains multiple Player Owned Starbases (POS) across high security, low security, null security, and wormhole space. These structures are operated by individual corporations and designated members within those corporations. As a result, POS usage is governed by general alliance-wide guidelines, while individual operators may apply additional restrictions at their discretion. All members are expecte...") Tag: Visual edit
  • 19:32, 6 July 2026 Xenunim talk contribs created page Alliance Duties (Created page with " = Alliance Duties = == Overview == Alliance duties within SLYCE are designed to encourage cooperation, shared content, and collective progression across all member corporations. While participation is strongly encouraged, most activities are not mandatory unless tied to specific operational requirements such as null security sovereignty or alliance-wide deployments. The goal of alliance duties is to create a collaborative environment where corporations support one ano...") Tag: Visual edit
  • 19:32, 6 July 2026 Xenunim talk contribs created page The SLYCE Alliance Ethos (Created page with " = SLYCE Alliance Ethos = == Overview == The SLYCE Alliance operates on a set of core cultural and operational principles designed to maintain a positive, cooperative, and sustainable environment for all member corporations and pilots. This ethos defines what the alliance is, how it operates, and the expectations placed upon its members. ---- == Core Values == The SLYCE Alliance is built upon the following foundational principles: * Real life (RL) takes priority over...") Tag: Visual edit
  • 19:21, 6 July 2026 Xenunim talk contribs created page False Gods Command Chain (Created page with " = Leadership Structure & Respect Policy = <blockquote>''“You salute the rank, not the man.” – Major Richard Winters''</blockquote> == Overview == Leadership within '''False Gods''' is built on trust, responsibility, and long-term commitment to the corporation. The individuals holding leadership roles have contributed significant time and effort toward maintaining and growing corporate operations. This structure is not solely about individual skill, but about att...") Tag: Visual edit
  • 19:13, 6 July 2026 Xenunim talk contribs created page Essential Reading (Created page with "== False Gods, SLYCE, and WinterCo Policies and Protocols that Must be Followed == This page outlines the core operational policies and protocols that govern participation within '''False Gods''', '''SLYCE''', and the wider '''Winter Coalition'''. These rules exist to ensure consistency, security, and coordination across all alliance-level activities, including industry, logistics, communication systems, and fleet operations. All members are expected to understand and co...") Tag: Visual edit
  • 19:13, 6 July 2026 Xenunim talk contribs created page Corp Moons (Created page with " = Corporation Moon Mining Program = == Purpose == The Corporation Moon Mining Program provides members with structured and reliable access to moon mining operations while ensuring consistent income generation for '''False Gods''' through coordinated extraction and corporate buyback systems. This program is designed to balance member profitability with corporation-level resource control and long-term industrial planning. ---- == What the Corporation Provides == Under...") Tag: Visual edit
  • 19:11, 6 July 2026 Xenunim talk contribs created page Communications & Information Security Policy (Created page with " = Operational Security Policy (OPSEC) = == Purpose == The purpose of this policy is to protect the operational security, assets, and strategic advantage of '''False Gods'''. All internal corporation activity is strictly confidential. Information shared within the corporation is for operational use only and must not be disclosed externally under any circumstances. Maintaining strict operational security ensures the protection of corporation assets, strategic plans, an...") Tag: Visual edit
  • 18:45, 6 July 2026 Xenunim talk contribs created page Joining False Gods (Created page with "== Joining False Gods == Here you will find all the information on how to join False Gods and get set up with Corporation, Alliance, and Coalition services. * We Are False Gods, We Are Inevitable - This article goes into the details of the FG Corp and what we are about * How To Apply - Get all the information you need on how to join False Gods and the process of applying to the Corp * Setting Up Corp Services - Her...") Tag: Visual edit
  • 18:42, 6 July 2026 Xenunim talk contribs created page Setting Up Coalition Services (Created page with "= Coalition Services Access & Authentication = == Overview == Access to '''Winter Coalition Services''' requires proper authentication and setup of all member accounts. These services include communication platforms such as '''Discord''' and '''Mumble''', which are essential for coordination, fleet operations, and coalition-wide activities. All members must authenticate every EVE Online character they own and ensure their communication tools are correctly configured be...") Tag: Visual edit
  • 18:38, 6 July 2026 Xenunim talk contribs created page Setting Up Alliance Services (Created page with "Here is your content rewritten cleanly as a '''wiki article''', properly structured and expanded for clarity, consistency, and professionalism: = Alliance Services Access & Authentication = == Overview == Access to SLYCE alliance-level services requires proper authentication and setup of all member accounts. This includes platforms such as '''Discord''' and '''TeamSpeak 3''', which are used for communication, coordination, and fleet operations. All members are require...") Tag: Visual edit
  • 18:20, 6 July 2026 Xenunim talk contribs created page Setting Up Corp Services (Created page with " = Alliance Authentication (note we use 'Alliance Auth' at a corp level) = == Overview == False Gods uses a custom, open-source variant of '''Alliance Auth 5''' reffered to in this article as Emu-Auth. It is the central authentication platform for corporation services, member management, and automation. All members are required to authenticate every EVE Online character they own through the Emu-Auth system. This allows the corporation to manage access to Discord, inter...") Tag: Visual edit
  • 18:11, 6 July 2026 Xenunim talk contribs created page How to Apply to False Gods (Created page with "= Joining False Gods = Thank you for your interest in joining '''False Gods'''. We are always looking for active pilots who share our passion for industry, teamwork, and long-term growth. Before applying, please ensure you meet our minimum membership requirements and follow the recruitment process outlined below. ---- = Membership Requirements = Applicants must meet the following minimum requirements: * Be '''21 years of age or older'''. * Be willing to use '''voice c...") Tag: Visual edit
  • 18:04, 6 July 2026 Xenunim talk contribs created page About False Gods (Created page with " = About False Gods = == Who We Are == '''False Gods''' is an industrial-focused corporation in '''EVE Online''' built around the philosophy that success comes from structure, cooperation, and long-term growth. Founded as a small high-security industry group, the corporation has rapidly expanded into sovereign nullsec, developing into a large-scale industrial organization with access to alliance infrastructure, strategic resources, and some of New Eden's most profitable...") Tag: Visual edit
  • 16:16, 6 July 2026 Xenunim talk contribs protected FGIP Investment [Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite) (hist)
  • 16:13, 6 July 2026 Xenunim talk contribs protected False Gods Industrial Park [Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite) (hist)
  • 16:11, 6 July 2026 Xenunim talk contribs created page FGIP Investment (Created page with " = False Gods Industrial Park Investment = == Founders Bond Offering == === Phase 1A – Refining & Reactions Division === '''Offering Opens:''' 1 July 2026 – 12:00 EVE Time ---- = Executive Summary = The '''False Gods Industrial Park''' is a long-term strategic infrastructure initiative established to expand the corporation's industrial capabilities and generate sustainable revenue through corporation-owned facilities. The Industrial Park is intended to reduce rel...") Tag: Visual edit
  • 16:09, 6 July 2026 Xenunim talk contribs created page False Gods Industrial Park (Created page with "== False Gods Industrial Park == * Structure List * FGIP Investment") Tag: Visual edit
  • 18:09, 5 July 2026 Xenunim talk contribs created page Essential Industry Skills to Train First (Created page with " = Essential Industry Skills to Train First = Training the right skills early is one of the biggest advantages a new industrialist can give themselves in EVE Online. Industry is not limited by ISK alone—it is heavily gated by '''skills that unlock efficiency, scale, and access to advanced production systems'''. Without the right foundation, you will hit bottlenecks quickly: not enough job slots, slow manufacturing, inefficient reactions, or restricted blueprint access...") Tag: Visual edit
  • 18:00, 5 July 2026 Xenunim talk contribs created page Scaling Industry from Small to Large Operations (Created page with " = Scaling Industry from Small to Large Operations = Scaling industrial operations in EVE Online is the process of moving from '''small, low-risk production setups''' into '''large, high-efficiency industrial ecosystems'''. It is where players transition from “making a bit of ISK on the side” to running structured production chains that can support corporations, alliances, or full market operations. The key idea behind scaling is simple:<blockquote>Industry does not...") Tag: Visual edit
  • 17:48, 5 July 2026 Xenunim talk contribs created page Structure Manufacturing Guide (Created page with " = Structure Manufacturing Guide = Structure manufacturing in EVE Online is the industrial process of building '''Upwell structures'''—the backbone of player-owned infrastructure in New Eden. These structures are not just production tools; they are strategic assets that enable industry, logistics, research, and territorial control. Unlike ship production, structure manufacturing operates at a '''large scale, high cost, and long-term investment level''', making it one...") Tag: Visual edit
  • 17:39, 5 July 2026 Xenunim talk contribs created page Component Manufacturing Explained (Created page with " = Component Manufacturing Explained = Component manufacturing in EVE Online is one of the most important middle layers of the entire industrial economy. It sits between '''reactions, minerals, and final ship production''', acting as the backbone of both '''Tech II and Capital industry'''. If mining is extraction and final shipbuilding is assembly, then component manufacturing is the '''engineering layer that turns raw materials into usable industrial parts'''. ---- =...") Tag: Visual edit
  • 16:17, 5 July 2026 Xenunim talk contribs created page Capital Ship Production Guide (Created page with " = Capital Ship Production Guide = Capital ship production in EVE Online is the endgame of industrial gameplay. It is where industry shifts from manufacturing ships into building '''strategic war assets that can shape sovereignty, warfare, and alliance logistics'''. Carriers, dreadnoughts, force auxiliaries, and supercapitals are not just expensive ships—they are '''massive industrial projects''' that require coordinated supply chains, infrastructure, and capital inve...") Tag: Visual edit
  • 16:13, 5 July 2026 Xenunim talk contribs created page Tech III Manufacturing Overview (Created page with " = Tech III Manufacturing Overview = Tech III manufacturing in EVE Online represents the most advanced and complex tier of standard industrial production. It sits above Tech II production in both difficulty and flexibility, combining '''wormhole-derived materials, reverse engineering, and subsystem assembly''' into highly customizable ships and components. Unlike Tech I and Tech II industry, Tech III production is not just about efficiency—it is about '''adaptability,...") Tag: Visual edit
  • 16:07, 5 July 2026 Xenunim talk contribs created page Tech II Manufacturing Explained (Created page with " = Tech II Manufacturing Explained = Tech II manufacturing is one of the most important and profitable industrial systems in EVE Online. It sits at the top of the standard production chain and turns advanced materials—created through reactions and invention—into high-value ships, modules, drones, and ammunition. Unlike Tech I production, Tech II manufacturing is not just about building items. It is about managing '''complex supply chains, invention outputs, and reac...") Tag: Visual edit
  • 16:04, 5 July 2026 Xenunim talk contribs created page Introduction to Invention (Created page with " = Introduction to Invention in EVE Online = Invention is one of the core pillars of Tech II industry in EVE Online. It is the process that allows industrialists to take '''Tech I blueprint copies (BPCs)''' and attempt to convert them into '''Tech II blueprint copies''', which are required to manufacture advanced ships, modules, drones, and equipment. Without invention, most Tech II production simply does not exist. It is the gateway between basic manufacturing and high...") Tag: Visual edit
  • 15:57, 5 July 2026 Xenunim talk contribs created page Fuel Costs and Maintenance for Reactions (Created page with " = Fuel Costs and Maintenance for Reactions = Fuel costs and maintenance are one of the most overlooked parts of reaction industry in EVE Online. Many players calculate input and output prices carefully, but completely ignore the ongoing cost of keeping their industrial structures running. For reaction operations—especially large-scale reaction farms—fuel is not a background expense. It is a '''core operating cost''' that directly affects ISK/hour profitability. ---...") Tag: Visual edit
  • 15:53, 5 July 2026 Xenunim talk contribs created page Reaction Profitability Guide (Created page with " = Reaction Profitability Guide = Reaction profitability in EVE Online is one of those areas that looks simple on the surface—“buy moon materials, react them, sell the output”—but becomes significantly more complex once you account for supply chains, market spreads, taxes, and logistics. A reaction can be “profitable” on paper while still losing ISK in practice. The difference comes down to whether you are calculating '''real economic profit''' or just '''ou...") Tag: Visual edit
  • 15:45, 5 July 2026 Xenunim talk contribs created page How Reaction Farms Work (Created page with " = How Reaction Farms Work = A '''reaction farm''' is a structured industrial setup in EVE Online where multiple reaction jobs are run in parallel to process large volumes of moon or gas materials into high-value industrial outputs. Instead of thinking of reactions as individual jobs, a reaction farm treats them as a '''scalable production system''', designed for efficiency, consistency, and profit. For industrialists moving beyond beginner production, reaction farms ar...") Tag: Visual edit
  • 15:40, 5 July 2026 Xenunim talk contribs created page Moon Goo and Reaction Materials Explained (Created page with " = Moon Goo and Reaction Materials Explained = Moon Goo is one of the most important raw resource categories in EVE Online’s industrial economy. It forms the foundation of almost all advanced industry, feeding into reactions, Tech II manufacturing, and large-scale alliance production chains. For industrialists, understanding moon materials is essential because they are not just “mining loot”—they are the '''starting point of entire high-value production ecosyste...") Tag: Visual edit
  • 15:35, 5 July 2026 Xenunim talk contribs created page Simple vs Composite Reactions Explained (Created page with " = Simple vs Composite Reactions Explained = Reactions in EVE Online come in different complexity levels, and understanding the difference between '''Simple Reactions''' and '''Composite Reactions''' is essential if you want to move from basic industry into profitable large-scale production. These two reaction types sit at the core of the moon and gas industry ecosystem, and they determine how raw materials are transformed into the advanced components used in Tech II ma...") Tag: Visual edit
  • 15:31, 5 July 2026 Xenunim talk contribs created page Introduction to Reactions in EVE Online (Created page with " = Introduction to Reactions in EVE Online = Reactions are one of the core pillars of advanced industry in EVE Online, sitting between raw resource extraction and high-end manufacturing. They are the industrial process that converts '''moon materials and gases into refined components''', which are then used in Tech II production, capital construction, and advanced industrial supply chains. For many players, reactions represent the moment industry stops being simple extr...") Tag: Visual edit
  • 15:26, 5 July 2026 Xenunim talk contribs created page How to Avoid Industry Market Mistakes (Created page with " = How to Avoid Industry Market Mistakes = Most industrial losses in EVE Online don’t come from bad production—they come from '''bad market decisions'''. Players often assume that if they can manufacture something cheaper than the sell price, they are making ISK. In reality, the market is far more complex, and small mistakes in pricing, timing, or logistics can completely erase profit. Avoiding these mistakes is what separates casual industrialists from consistently...") Tag: Visual edit
  • 15:21, 5 July 2026 Xenunim talk contribs created page Jita vs Regional Markets Explained (Created page with " = Jita vs Regional Markets Explained = One of the most important decisions in EVE Online industry and trading is '''where you sell your goods'''. Most players quickly learn about Jita, the largest trade hub in New Eden, but fewer understand how regional markets work—and how the choice between them directly affects profit, speed of sales, and overall industrial efficiency. This decision is not just logistical. It is economic. Where you sell can easily determine whethe...") Tag: Visual edit
  • 15:19, 5 July 2026 Xenunim talk contribs created page How Taxes and Fees Affect Industry Profit (Created page with " = How Taxes and Fees Affect Industry Profit = Taxes and fees are one of the most underestimated factors in EVE Online industry. Many industrialists calculate production costs correctly, compare market prices, and still end up losing ISK because they forget that every step of industry—from manufacturing to selling—has built-in economic drains. In EVE, profit is never just “sell price minus build cost.” It is:<blockquote>'''Sell price − (build cost + taxes + fe...") Tag: Visual edit
  • 15:13, 5 July 2026 Xenunim talk contribs created page Understanding Opportunity Cost in Industry (Created page with " = Understanding Opportunity Cost in Industry = Opportunity cost is one of the most important—and most ignored—concepts in EVE Online industry. It is also the reason many industrialists believe they are making profit when, in reality, they are earning less ISK than they could by doing something else. In simple terms, opportunity cost is not just what something costs you in ISK. It is what you '''give up by choosing one activity over another'''. If you ignore opport...") Tag: Visual edit
  • 15:07, 5 July 2026 Xenunim talk contribs created page Why You Are Losing ISK in Industry (Created page with " = Why You Are Losing ISK in Industry = One of the most common experiences for new industrialists in EVE Online is looking at their production chain and thinking they are making profit—only to realise later that they are actually losing ISK. This happens constantly, even to experienced players, because industry profitability is not just about what you produce, but how accurately you account for every hidden cost in the system. If your industry feels unprofitable, the...") Tag: Visual edit
  • 15:03, 5 July 2026 Xenunim talk contribs created page How to Price Manufactured Goods (Created page with " = How to Price Manufactured Goods in EVE Online = Pricing manufactured goods in EVE Online is one of the most important skills an industrialist can learn. It is also one of the most commonly misunderstood. Many new producers simply copy existing market prices or guess based on intuition, but real profitability comes from understanding '''cost, competition, and market behaviour'''. In EVE, your goal is not just to sell items—it is to sell them at a price that covers a...") Tag: Visual edit
  • 15:00, 5 July 2026 Xenunim talk contribs created page Buy Orders vs Sell Orders Explained (Created page with " = Buy Orders vs Sell Orders Explained = Understanding '''buy orders vs sell orders''' is one of the most important skills in the entire EVE Online economy. It affects everything industrialists do—from selling PI products and minerals, to buying raw materials for manufacturing, to scaling into full-time trading. At first glance the market looks simple: you buy items or you sell items. But in reality, most of the profit in EVE comes from knowing ''how'' to use the orde...") Tag: Visual edit
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