Jump to content

User contributions for Xenunim

A user with 148 edits. Account created on 4 July 2026.
Search for contributionsExpandCollapse
⧼contribs-top⧽
⧼contribs-date⧽
(newest | oldest) View ( | ) (20 | 50 | 100 | 250 | 500)

6 July 2026

5 July 2026

  • 18:0918:09, 5 July 2026 diff hist +8,057 N 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
  • 18:0018:00, 5 July 2026 diff hist +7,932 N 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
  • 17:5517:55, 5 July 2026 diff hist +4 EVE Online Industry Guide: Complete Beginner to Advanced Industrial Handbook No edit summary Tag: Visual edit
  • 17:4817:48, 5 July 2026 diff hist +8,287 N 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
  • 17:3917:39, 5 July 2026 diff hist +7,841 N 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
  • 16:1716:17, 5 July 2026 diff hist +40 EVE Online Industry Guide: Complete Beginner to Advanced Industrial Handbook No edit summary Tag: Visual edit
  • 16:1716:17, 5 July 2026 diff hist +8,226 N 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
  • 16:1316:13, 5 July 2026 diff hist +7,887 N 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
  • 16:0716:07, 5 July 2026 diff hist +7,148 N 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
  • 16:0416:04, 5 July 2026 diff hist +6,055 N 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
  • 15:5715:57, 5 July 2026 diff hist +7,292 N 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
  • 15:5315:53, 5 July 2026 diff hist +6,914 N 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
  • 15:4515:45, 5 July 2026 diff hist +6,949 N 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
  • 15:4015:40, 5 July 2026 diff hist +7,236 N 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
  • 15:3515:35, 5 July 2026 diff hist +6,755 N 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
  • 15:3115:31, 5 July 2026 diff hist +6,891 N 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
  • 15:2715:27, 5 July 2026 diff hist +28 EVE Online Industry Guide: Complete Beginner to Advanced Industrial Handbook No edit summary Tag: Visual edit
  • 15:2615:26, 5 July 2026 diff hist +6,599 N 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
  • 15:2115:21, 5 July 2026 diff hist +7,182 N 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
  • 15:1915:19, 5 July 2026 diff hist +6,892 N 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
  • 15:1315:13, 5 July 2026 diff hist +5,865 N 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
  • 15:0715:07, 5 July 2026 diff hist +6,497 N 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
  • 15:0315:03, 5 July 2026 diff hist +6,221 N 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
  • 15:0015:00, 5 July 2026 diff hist +7,674 N 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
  • 14:5514:55, 5 July 2026 diff hist +4 EVE Online Industry Guide: Complete Beginner to Advanced Industrial Handbook No edit summary Tag: Visual edit
  • 14:5214:52, 5 July 2026 diff hist +7,562 N How the EVE Online Market Works Created page with " = 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..." Tag: Visual edit
  • 14:5014:50, 5 July 2026 diff hist +20 EVE Online Industry Guide: Complete Beginner to Advanced Industrial Handbook No edit summary Tag: Visual edit
  • 14:4614:46, 5 July 2026 diff hist +6,792 N How to Make Passive Income with PI Created page with " = How to Make Passive Income with PI = Planetary Industry (PI) is one of the best sources of '''semi-passive income''' in EVE Online. Once set up, PI colonies continue producing materials while you are offline, only requiring occasional attention to restart extractors, move goods, and export products. For many industrialists, PI becomes the backbone of a stable ISK flow that funds ships, industry, and even larger production chains. The key idea is simple: '''you trade..." Tag: Visual edit
(newest | oldest) View ( | ) (20 | 50 | 100 | 250 | 500)