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		<title>Admin: EveSDE: add {{#eveaccess:public}}</title>
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 11:24, 9 July 2026&lt;/td&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
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		<author><name>Admin</name></author>
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	<entry>
		<id>https://wiki.eve-emu.com/index.php?title=How_the_EVE_Online_Market_Works&amp;diff=121048&amp;oldid=prev</id>
		<title>Xenunim: Created page with &quot; = How the EVE Online Market Works = The EVE Online market is one of the most important systems in the entire game. Unlike most MMOs, where items are created and sold through NPC vendors, almost every item in EVE is traded between players. This creates a fully player-driven economy where prices, supply, and demand are constantly changing based on real activity in New Eden.  For industrialists, understanding the market is just as important as mining, manufacturing, or Pla...&quot;</title>
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		<updated>2026-07-05T14:52:26Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot; = How the EVE Online Market Works = The EVE Online market is one of the most important systems in the entire game. Unlike most MMOs, where items are created and sold through NPC vendors, almost every item in EVE is traded between players. This creates a fully player-driven economy where prices, supply, and demand are constantly changing based on real activity in New Eden.  For industrialists, understanding the market is just as important as mining, manufacturing, or Pla...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&lt;br /&gt;
= How the EVE Online Market Works =&lt;br /&gt;
The EVE Online market is one of the most important systems in the entire game. Unlike most MMOs, where items are created and sold through NPC vendors, almost every item in EVE is traded between players. This creates a fully player-driven economy where prices, supply, and demand are constantly changing based on real activity in New Eden.&lt;br /&gt;
&lt;br /&gt;
For industrialists, understanding the market is just as important as mining, manufacturing, or Planetary Industry. In many cases, the difference between profit and loss is not what you produce—but how and where you sell it.&lt;br /&gt;
&lt;br /&gt;
This guide explains how the market works, how prices are formed, and how industrial players can use it to make consistent ISK.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= What Is the EVE Market? =&lt;br /&gt;
The EVE market is a &amp;#039;&amp;#039;&amp;#039;regional, player-driven trading system&amp;#039;&amp;#039;&amp;#039; where items are bought and sold using ISK.&lt;br /&gt;
&lt;br /&gt;
Every station or structure with market access acts as a trading hub where players can:&lt;br /&gt;
&lt;br /&gt;
* Buy items instantly from sell orders&lt;br /&gt;
* Place items for sale using sell orders&lt;br /&gt;
* Place buy orders to acquire items at lower prices&lt;br /&gt;
* Compete with other players for best pricing&lt;br /&gt;
&lt;br /&gt;
There is no central global market. Each region has its own independent market.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Regional Market System =&lt;br /&gt;
One of the most important concepts in EVE trading is that the market is divided by &amp;#039;&amp;#039;&amp;#039;regions&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
== What this means: ==&lt;br /&gt;
&lt;br /&gt;
* Prices in Jita may differ from Amarr, Dodixie, or Rens&lt;br /&gt;
* Items must be physically transported between regions&lt;br /&gt;
* Arbitrage opportunities exist between hubs&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
* An item may be cheaper in Jita&lt;br /&gt;
* But sell for more in Amarr&lt;br /&gt;
* Creating profit opportunities for haulers and traders&lt;br /&gt;
&lt;br /&gt;
This regional separation is what drives a large part of EVE’s economy.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Buy Orders vs Sell Orders =&lt;br /&gt;
The market operates using two types of player orders.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Sell Orders (You Sell to the Market) ==&lt;br /&gt;
A sell order is when you list an item at a price you want to sell it for.&lt;br /&gt;
&lt;br /&gt;
=== How it works: ===&lt;br /&gt;
&lt;br /&gt;
* You set a price&lt;br /&gt;
* The item is listed in the market&lt;br /&gt;
* Buyers purchase it instantly if they accept your price&lt;br /&gt;
&lt;br /&gt;
=== Example: ===&lt;br /&gt;
&lt;br /&gt;
* You list 10,000 Tritanium at 6.50 ISK each&lt;br /&gt;
* A player buys it immediately&lt;br /&gt;
&lt;br /&gt;
Sell orders are how most industrialists make ISK.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Buy Orders (You Buy from Other Players) ==&lt;br /&gt;
A buy order is when you offer to purchase items at a set price.&lt;br /&gt;
&lt;br /&gt;
=== How it works: ===&lt;br /&gt;
&lt;br /&gt;
* You set a price you are willing to pay&lt;br /&gt;
* Players sell to your order if they accept it&lt;br /&gt;
* You often get items cheaper than market sell prices&lt;br /&gt;
&lt;br /&gt;
=== Example: ===&lt;br /&gt;
&lt;br /&gt;
* You place a buy order for Tritanium at 5.50 ISK&lt;br /&gt;
* Players sell into your order&lt;br /&gt;
* You later resell at a higher price&lt;br /&gt;
&lt;br /&gt;
Buy orders are key to trading and arbitrage.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Order Types: Immediate vs Strategic Trading =&lt;br /&gt;
The market supports two main approaches:&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Immediate Selling (Instant Liquidity) ==&lt;br /&gt;
&lt;br /&gt;
* Use existing sell orders&lt;br /&gt;
* Quick ISK&lt;br /&gt;
* Lower profit margins&lt;br /&gt;
&lt;br /&gt;
This is what most beginners do.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategic Trading (Higher Profit) ==&lt;br /&gt;
&lt;br /&gt;
* Use buy orders to acquire goods cheaply&lt;br /&gt;
* Relist as sell orders at higher prices&lt;br /&gt;
* Requires market knowledge&lt;br /&gt;
&lt;br /&gt;
This is how traders scale income significantly.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Market Hubs =&lt;br /&gt;
Some locations become major trading centers due to high population and logistics efficiency.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Jita (Main Trade Hub) ==&lt;br /&gt;
The largest and most important market in EVE.&lt;br /&gt;
&lt;br /&gt;
* Highest volume of trades&lt;br /&gt;
* Most competitive prices&lt;br /&gt;
* Best liquidity&lt;br /&gt;
&lt;br /&gt;
Most industrial goods are sold here.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Other Major Hubs ==&lt;br /&gt;
&lt;br /&gt;
* Amarr&lt;br /&gt;
* Dodixie&lt;br /&gt;
* Rens&lt;br /&gt;
* Hek&lt;br /&gt;
&lt;br /&gt;
These secondary hubs often have slightly higher prices due to lower competition.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= How Prices Are Set =&lt;br /&gt;
EVE market prices are not fixed. They are determined entirely by players.&lt;br /&gt;
&lt;br /&gt;
Prices depend on:&lt;br /&gt;
&lt;br /&gt;
== Supply ==&lt;br /&gt;
&lt;br /&gt;
* How much of an item is produced&lt;br /&gt;
* Mining, industry, PI output&lt;br /&gt;
&lt;br /&gt;
== Demand ==&lt;br /&gt;
&lt;br /&gt;
* How much players need the item&lt;br /&gt;
* Ships, modules, structures, PvP losses&lt;br /&gt;
&lt;br /&gt;
== Competition ==&lt;br /&gt;
&lt;br /&gt;
* Number of active sellers&lt;br /&gt;
* Undercutting behavior&lt;br /&gt;
&lt;br /&gt;
Because of this:&amp;lt;blockquote&amp;gt;Prices constantly fluctuate based on player activity.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Market Mechanics Industrialists Must Understand =&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 1. Undercutting ==&lt;br /&gt;
Players compete by listing items slightly cheaper than others.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* Item sells at 100,000 ISK&lt;br /&gt;
* Another player lists at 99,999 ISK&lt;br /&gt;
* Market shifts downward&lt;br /&gt;
&lt;br /&gt;
This is constant in high-volume hubs.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 2. Margin Trading (Indirectly) ==&lt;br /&gt;
Players often use buy orders to control supply chains and reduce costs.&lt;br /&gt;
&lt;br /&gt;
Industrialists can:&lt;br /&gt;
&lt;br /&gt;
* Buy raw materials cheaply&lt;br /&gt;
* Manufacture goods&lt;br /&gt;
* Sell finished products at higher margins&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 3. Taxes and Fees ==&lt;br /&gt;
Two main costs affect trading:&lt;br /&gt;
&lt;br /&gt;
=== Broker Fees ===&lt;br /&gt;
Paid when placing buy/sell orders.&lt;br /&gt;
&lt;br /&gt;
=== Sales Tax ===&lt;br /&gt;
Paid when an item sells.&lt;br /&gt;
&lt;br /&gt;
These reduce overall profit and are reduced by skills like:&lt;br /&gt;
&lt;br /&gt;
* Accounting&lt;br /&gt;
* Broker Relations&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 4. Volume vs Margin ==&lt;br /&gt;
Two key trading strategies:&lt;br /&gt;
&lt;br /&gt;
=== High Volume / Low Margin ===&lt;br /&gt;
&lt;br /&gt;
* Fast turnover&lt;br /&gt;
* Common in Jita&lt;br /&gt;
* Industrial goods like minerals&lt;br /&gt;
&lt;br /&gt;
=== Low Volume / High Margin ===&lt;br /&gt;
&lt;br /&gt;
* Slower sales&lt;br /&gt;
* Higher profit per item&lt;br /&gt;
* Niche manufactured goods&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= How Industrialists Use the Market =&lt;br /&gt;
Industrial players interact with the market in three main ways:&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 1. Selling Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
* Ore&lt;br /&gt;
* Ice&lt;br /&gt;
* PI products&lt;br /&gt;
* Gas&lt;br /&gt;
&lt;br /&gt;
Simple but lower profit margins.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 2. Selling Manufactured Goods ==&lt;br /&gt;
&lt;br /&gt;
* Modules&lt;br /&gt;
* Ships&lt;br /&gt;
* Components&lt;br /&gt;
&lt;br /&gt;
Higher value, requires production chains.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 3. Arbitrage and Trading ==&lt;br /&gt;
&lt;br /&gt;
* Buy low in one region&lt;br /&gt;
* Sell high in another&lt;br /&gt;
* Requires hauling and market knowledge&lt;br /&gt;
&lt;br /&gt;
This can be extremely profitable.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Market Liquidity (Why It Matters) =&lt;br /&gt;
Liquidity refers to how quickly something sells.&lt;br /&gt;
&lt;br /&gt;
* High liquidity = sells instantly (e.g. Tritanium)&lt;br /&gt;
* Low liquidity = takes time to sell (e.g. niche modules)&lt;br /&gt;
&lt;br /&gt;
Industrialists should always consider liquidity when choosing products.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Best Beginner Market Strategy =&lt;br /&gt;
For new industrial players:&lt;br /&gt;
&lt;br /&gt;
== Step 1 – Produce simple goods ==&lt;br /&gt;
&lt;br /&gt;
* PI products (P1/P2)&lt;br /&gt;
* Basic minerals&lt;br /&gt;
* T1 modules&lt;br /&gt;
&lt;br /&gt;
== Step 2 – Sell in major hubs ==&lt;br /&gt;
&lt;br /&gt;
* Prefer Jita for fast sales&lt;br /&gt;
&lt;br /&gt;
== Step 3 – Avoid overpricing ==&lt;br /&gt;
&lt;br /&gt;
* Compete with lowest sell orders&lt;br /&gt;
&lt;br /&gt;
== Step 4 – Reinvest ISK ==&lt;br /&gt;
&lt;br /&gt;
* Expand production or trading volume&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Common Beginner Mistakes =&lt;br /&gt;
&lt;br /&gt;
== Ignoring fees ==&lt;br /&gt;
Broker and sales taxes reduce profit significantly.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Selling in the wrong region ==&lt;br /&gt;
Local markets may have poor demand or low prices.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Overestimating rare item value ==&lt;br /&gt;
Low liquidity items often sit unsold for long periods.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Not using buy orders ==&lt;br /&gt;
Beginners often miss cheaper sourcing opportunities.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= How the Market Connects to Industry =&lt;br /&gt;
The market is the final step in almost every industrial chain.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
Mining / PI / Gas&lt;br /&gt;
&lt;br /&gt;
↓&lt;br /&gt;
&lt;br /&gt;
Manufacturing&lt;br /&gt;
&lt;br /&gt;
↓&lt;br /&gt;
&lt;br /&gt;
Market Listing&lt;br /&gt;
&lt;br /&gt;
↓&lt;br /&gt;
&lt;br /&gt;
Player Demand&lt;br /&gt;
&lt;br /&gt;
Without the market, industry has no purpose—it is where all production becomes ISK.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Final Summary =&lt;br /&gt;
The EVE Online market is a fully player-driven, regional trading system where supply and demand determine the value of everything in the game. Players interact through buy orders and sell orders, competing in real time across major hubs like Jita and Amarr.&lt;br /&gt;
&lt;br /&gt;
For industrialists, the market is where all production ultimately becomes profit. Whether you are mining ore, producing PI goods, or manufacturing ships, your success depends not only on what you create—but how effectively you understand pricing, competition, and logistics.&lt;br /&gt;
&lt;br /&gt;
Mastering the market is what transforms a basic industrial player into a true economic operator in EVE Online.&lt;/div&gt;</summary>
		<author><name>Xenunim</name></author>
	</entry>
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