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A brief overview of EVE Online's trade and industry


Every time a player in EVE Online loses a ship in a fiery explosion, along with its modules and cargo, they turn to the market or look through contracts to replace what they've lost and stock up for the next time. EVE Online's sandbox and the inevitable PvP conflict that results when players can do what they choose in that sandbox provides economic opportunities for some. Combat burns up ships, and players heavily into the manufacturing side of the game are happy to supply the endless demand for new equipment, be it an unassuming frigate or a massive dreadnaught.

In EVE, items aren't supplied by NPCs, they're created by other players (or bought in quantity and resold at a markup by traders). Aside from certain items like skillbooks and blueprint originals, most of the items a player can possess in the game have been produced by other players. Thus, EVE's setting of New Eden has a true economy, providing a great amount of depth for those who are willing to learn its complexities.



That's the focus of Jim Rossignol's latest article for Eurogamer, titled "EVE Online: Trade & Industry", a look at the non-violent and rather complex aspects of industry, R&D, and trading in New Eden. His article highlights the production side of EVE, which many players find suits them over the strife prevalent in lowsec and 0.0 space. The article is clearly geared towards readers who are curious about what there is to do in EVE Online besides, well, killing other players. Check out Rossignol's "EVE Online: Trade & Industry" for an overview of the production side of EVE that provides all those ships and weapons constantly put to use in the game.