New pages
Appearance
10 July 2026
- 11:3311:33, 10 July 2026 Multiboxing (hist | edit) [5,995 bytes] Sevey (talk | contribs) (Created page with "{{#eveaccess:<F4L5E>}}") Tag: Visual edit
9 July 2026
- 00:3600:36, 9 July 2026 Alt Placement (hist | edit) [4,474 bytes] Eveeno (talk | contribs) (placeholder) Tag: Visual edit
8 July 2026
- 00:3700:37, 8 July 2026 False Gods Logistic Service (hist | edit) [1,458 bytes] Xenunim (talk | contribs) (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
- 00:3600:36, 8 July 2026 False Gods Hauling Services (hist | edit) [4,382 bytes] Xenunim (talk | contribs) (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
- 00:3200:32, 8 July 2026 How To Join False Gods Logistic Service (hist | edit) [1,925 bytes] Xenunim (talk | contribs) (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
7 July 2026
- 03:0503:05, 7 July 2026 Capital Jump Routes (hist | edit) [1,169 bytes] Eveeno (talk | contribs) (Created page with "{{#eveaccess:false capitals}} {{DISPLAYTITLE:Capital jump routes}} '''Capital jump routes''' are the pre-planned midpoint chains used to move corporation capital ships between key systems. This page is the index of standard routes for the false capitals group. == Before you jump == * Capital pilots are expected to maintain 2+ cyno characters. * Load fuel for the full chain plus one spare jump. * Monitor intel for the full route. See Rift Setup. * Keep = Keepstar....") Tag: Visual edit
6 July 2026
- 19:4919:49, 6 July 2026 False Gods Member Conduct (hist | edit) [6,600 bytes] Xenunim (talk | contribs) (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
- 19:4319:43, 6 July 2026 WinterCo Rules and Policies (hist | edit) [6,478 bytes] Xenunim (talk | contribs) (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
- 19:3419:34, 6 July 2026 SLYCE Wartime Protocol (hist | edit) [6,462 bytes] Xenunim (talk | contribs) (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
- 19:3419:34, 6 July 2026 Wormhole Policy (hist | edit) [6,078 bytes] Xenunim (talk | contribs) (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
- 19:3319:33, 6 July 2026 Rules Of Engagement (hist | edit) [5,778 bytes] Xenunim (talk | contribs) (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
- 19:3219:32, 6 July 2026 Alliance POS Usage (hist | edit) [3,060 bytes] Xenunim (talk | contribs) (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
- 19:3219:32, 6 July 2026 Alliance Duties (hist | edit) [2,986 bytes] Xenunim (talk | contribs) (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
- 19:3219:32, 6 July 2026 The SLYCE Alliance Ethos (hist | edit) [2,593 bytes] Xenunim (talk | contribs) (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
- 19:2119:21, 6 July 2026 False Gods Command Chain (hist | edit) [2,812 bytes] Xenunim (talk | contribs) (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
- 19:1319:13, 6 July 2026 Essential Reading (hist | edit) [1,696 bytes] Xenunim (talk | contribs) (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
- 19:1319:13, 6 July 2026 Corp Moons (hist | edit) [3,373 bytes] Xenunim (talk | contribs) (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
- 19:1119:11, 6 July 2026 Communications & Information Security Policy (hist | edit) [2,979 bytes] Xenunim (talk | contribs) (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
- 18:4518:45, 6 July 2026 Joining False Gods (hist | edit) [1,000 bytes] Xenunim (talk | contribs) (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
- 18:4218:42, 6 July 2026 Setting Up Coalition Services (hist | edit) [3,569 bytes] Xenunim (talk | contribs) (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
- 18:3818:38, 6 July 2026 Setting Up Alliance Services (hist | edit) [6,383 bytes] Xenunim (talk | contribs) (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
- 18:2018:20, 6 July 2026 Setting Up Corp Services (hist | edit) [3,534 bytes] Xenunim (talk | contribs) (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
- 18:1118:11, 6 July 2026 How to Apply to False Gods (hist | edit) [2,659 bytes] Xenunim (talk | contribs) (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
- 18:0418:04, 6 July 2026 About False Gods (hist | edit) [6,581 bytes] Xenunim (talk | contribs) (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
- 16:4016:40, 6 July 2026 F4L5E G0DS EVE-EMU Standard Guide (hist | edit) [30,755 bytes] Solomon Iskander (talk | contribs) (Created page) Tag: 2017 source edit
- 16:1116:11, 6 July 2026 FGIP Investment (hist | edit) [7,397 bytes] Xenunim (talk | contribs) (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
- 16:0916:09, 6 July 2026 False Gods Industrial Park (hist | edit) [434 bytes] Xenunim (talk | contribs) (Created page with "== False Gods Industrial Park == * Structure List * FGIP Investment") Tag: Visual edit
- 04:5604:56, 6 July 2026 Page Review and Updating (hist | edit) [8,836 bytes] Solomon Iskander (talk | contribs) (Created page) Tag: 2017 source edit
- 04:5204:52, 6 July 2026 Editing Guide (hist | edit) [7,749 bytes] Solomon Iskander (talk | contribs) (Created page) Tag: 2017 source edit
- 04:5004:50, 6 July 2026 Style Guide (hist | edit) [7,106 bytes] Solomon Iskander (talk | contribs) (Created page) Tag: 2017 source edit
- 04:4504:45, 6 July 2026 Creating a wiki page (hist | edit) [11,429 bytes] Solomon Iskander (talk | contribs) (Created page) Tag: 2017 source edit
5 July 2026
- 18:0918:09, 5 July 2026 Essential Industry Skills to Train First (hist | edit) [8,079 bytes] Xenunim (talk | contribs) (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
- 18:0018:00, 5 July 2026 Scaling Industry from Small to Large Operations (hist | edit) [7,954 bytes] Xenunim (talk | contribs) (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
- 17:4817:48, 5 July 2026 Structure Manufacturing Guide (hist | edit) [8,309 bytes] Xenunim (talk | contribs) (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
- 17:3917:39, 5 July 2026 Component Manufacturing Explained (hist | edit) [7,863 bytes] Xenunim (talk | contribs) (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
- 16:1716:17, 5 July 2026 Capital Ship Production Guide (hist | edit) [8,302 bytes] Xenunim (talk | contribs) (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
- 16:1316:13, 5 July 2026 Tech III Manufacturing Overview (hist | edit) [7,909 bytes] Xenunim (talk | contribs) (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
- 16:0716:07, 5 July 2026 Tech II Manufacturing Explained (hist | edit) [7,170 bytes] Xenunim (talk | contribs) (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
- 16:0416:04, 5 July 2026 Introduction to Invention (hist | edit) [6,077 bytes] Xenunim (talk | contribs) (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
- 15:5715:57, 5 July 2026 Fuel Costs and Maintenance for Reactions (hist | edit) [7,314 bytes] Xenunim (talk | contribs) (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
- 15:5315:53, 5 July 2026 Reaction Profitability Guide (hist | edit) [6,936 bytes] Xenunim (talk | contribs) (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
- 15:4515:45, 5 July 2026 How Reaction Farms Work (hist | edit) [6,971 bytes] Xenunim (talk | contribs) (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
- 15:4015:40, 5 July 2026 Moon Goo and Reaction Materials Explained (hist | edit) [7,258 bytes] Xenunim (talk | contribs) (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
- 15:3515:35, 5 July 2026 Simple vs Composite Reactions Explained (hist | edit) [6,777 bytes] Xenunim (talk | contribs) (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
- 15:3115:31, 5 July 2026 Introduction to Reactions in EVE Online (hist | edit) [6,913 bytes] Xenunim (talk | contribs) (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
- 15:2615:26, 5 July 2026 How to Avoid Industry Market Mistakes (hist | edit) [6,621 bytes] Xenunim (talk | contribs) (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
- 15:2115:21, 5 July 2026 Jita vs Regional Markets Explained (hist | edit) [7,204 bytes] Xenunim (talk | contribs) (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
- 15:1915:19, 5 July 2026 How Taxes and Fees Affect Industry Profit (hist | edit) [6,914 bytes] Xenunim (talk | contribs) (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
- 15:1315:13, 5 July 2026 Understanding Opportunity Cost in Industry (hist | edit) [5,887 bytes] Xenunim (talk | contribs) (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
- 15:0715:07, 5 July 2026 Why You Are Losing ISK in Industry (hist | edit) [6,519 bytes] Xenunim (talk | contribs) (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