Eve online disassembled components for what. The basics of trading in the online game eve online…. Volumes of buildings of structures

Analyzers

A module for black archaeologists who delve into ancient graves for self-interest, not science for. It is needed mainly in the exploration of magnetometrics, as well as in individual missions and expeditions. Few options

  • Analyzer I + 5%
  • Analyzer II + 7%

Installed in the middle slot, differ in the required skill level Archeology and a bonus to the difficulty of access: the tastier the buns inside the object, the more difficult it is to open it. If your level is not enough, you can turn out to be the hero of the fox and grapes fable. Rigs are a nice addition to this tool:

  • Emission Scope Sharpener I + 20%
  • Emission Scope Sharpener II + 40%

There are rigs of different sizes, but I doubt the wisdom of using large and medium ones. A battleship in magnetometrics is not needed at all for opening containers, it will have another application. And the opening can be done by a smaller ship, for which the rigs are much cheaper.

Codebreakers

Key generators are devices for hacking electronic security systems. Their purpose is the same as that of analyzers - to open various things that should not be opened (just kidding).

  • Codebreaker I + 5%
  • Codebreaker II + 7%
  • Purloined Sansha Codebreaker + 5%

Also installed in the middle slot, requires skill Hacking... Riga:

  • Memetic Algorithm Bank I + 20%
  • Memetic Algorithm Bank II + 40%

Salvagers

Designed for dismantling all sorts of different pieces from the wreckage and, occasionally, for opening special types of containers. Installed in the top slot, requires skill Salvaging.

  • Salvager I + 5%
  • Salvager II + 7%

Rigas, as an exception, do not belong to electronics, they must be looked for in the "armor" section:

  • Small Salvage Tackle I + 10%
  • Small Salvage Tackle II + 15%

The bonus allows you to get more "fat" from the wreckage and increases the likelihood of getting something valuable from the wreckage of the "boss". Damaged modules are extracted from the usual NPC, which, in the bulk, are of no particular value. Bosses can produce valuable, intact boards, but with a certain probability. Practice has shown that the use of second rigs and salvagers sometimes significantly increases the profit from missions / expeditions associated with killing a boss.

There are also Civilian modules for analyzers and codebreakers - they are suitable only for completing educational, familiarization missions, after which they can be thrown away.

It should also be borne in mind that opening closed containers often causes an additional wave of non-writing. This is completely true for all three types of scanners: analyzers, key generators and salvagers. Naturally, this does not apply to salvaging wrecks - the dead do not bite.

Survey Scaners

Designed to estimate ore / ice / gas reserves in asteroids and gas clouds. Their usefulness is questionable - a massive digging on hawks goes on in a row, with the development of the asteroid belt to zero, the same can be said about gas, there is too little of it to analyze anything there. And for little things like the Venture, inventory size doesn't matter much.

  • Survey Scanner I
  • "Dactyl" Type-E Asteroid Analyzer
  • ML-3 Amphilotite Mining Probe
  • Residual Survey Scanner I
  • Rock-Scanning Sensor Array I
  • Survey Scanner II

These modules do not occupy an extra average power connector, they differ in the scanning range, from 15 to 22.5 km, and only slightly in the cycle time. Advice to miners - stick an extra shield expander there, or an EM shield amplifier. There will be many times more benefits.

ZDARRRRRRRRRRRRROVA;)
FOUND INTERESTING AND IN PLACES USEFUL INFORMATION ON THE INTERNET ...
AUTHOR Aaron Keyn
A guide for beginner traders.
Or "Chasing PLEX".

1. Introduction. (What is trade.)
2. The life of a merchant. (The pros and cons of the profession.)
3. Skills. (Tips and tricks for exploring them.)
4. Ships and fit. (General information about cargo ships, fit (equipment) on the example of Badger Mark II).
5. Trading window. (The main occupation is to buy cheaper, sell more expensive. Selling peculiarities. The concept of ISK / jump. Recommendations, what to look for first of all when making trade. The concept is "average price". An example of a trading operation. Dangers and pitfalls. Tips and tricks. Stocks of corporations.)
6. Contracts. (Types of contracts. Ways to make money on each type of contract. Trade in rare items, collecting. Interaction of contracts and the trade window. Types of "divorce". Tips and tricks.)
7. Low and zeros. (Opportunities, dangers, strategies. A few words about "scouts".)
8. Role-play as a merchant. (Role-playing, increasing interest in the gameplay.
Delivery of water, food. "Elite transportation")
9. Conclusion. Useful links.

1. Introduction.
Trading has always been one of the most profitable pursuits. Eve's world is no exception. Here, trade boils and rages, overflows with dozens of possibilities, but also threatens with hundreds of needles of danger, about which you can very noticeably tear your wallet. The essence of trading in Eve is such that within an hour you can turn from a beggar to a multimillionaire, then a billionaire, and then again return to the original modest capital of a couple of tens of millions of ISK. Huge profits border on the abyss of bankruptcy. But everything (or almost everything) depends on you - how much profit you want to get, and how much you are willing to take the risk. It's up to you to choose. Receive a little, but stable and risk-free, or stock up on a couple of jars of valerian and play for big - throwing all the "chips" in the center of the table, proudly say: "All In, gentlemen."

This "Course for a Young Trader" is not about billions of dollars in trade deals and contracts, not about huge volumes of cargo, and not about giant cargo ships with an immense hold. Here I tried to combine as much as possible almost everything necessary knowledge for those newbies who dare to embark on the dangerous but exciting path of a pilot-trader. The essence of this "Course" is to help beginners understand the basic trading operations, contracts, show the main nuances, give some useful advice and warn against pitfalls, help make money on their first PLEX. Why PLEX? Because it is the standard, always-on currency in the Eve world. If, while trading, you were able to earn yourself 450 kk (or 450 million ISK) - the average price of one PLEX - then you are already worth something in this world.

2) The life of a merchant.

So you've decided to start trading. Are you sure of your choice? Maybe it's better, humming a funny song "We are flying, flying to Bantam", to rush to the nearest asteroid belt with two Miners at the ready in search of ore? Or, being equipped with inexpensive weapons and shields obtained after completing training missions, is it better to rush through systems, completing agent missions?
Although, you still have to dig or rush. Ships and fit (attachment / equipment for the ship), books for skills - do not lie in space. You have to buy them. In addition, you need initial capital to purchase the first lots of goods. It will take some time to earn the initial capital, however, it is necessary. You must learn the necessary skills for managing ships and the ability to use the necessary equipment, be able to navigate in systems, use the map. During this time, you acquire not only ISK, but also the initial experience of orientation, navigation, interaction, communication - you get involved in the game.
After accumulating initial capital, think about it - after going into trade, you will have to spend time learning trading skills, managing cargo ships, it will take a lot of time to study the market situation. Trading is tables, calculations and system jumps. At the same time, trading is a passion, a lottery and a risk. There are ten variables in this equation that can change the final result, both for plus and for minus. An unsuccessful deal, especially one that failed through no fault of yours, can unpleasantly hit not only your wallet, but also your pride and desire to continue.
Moral stability, fortitude, passion, trading flair, a little luck (you can't do without it) - and you can go on a trade route.
3) Skills.

The beauty of playing as a trader is that you can do it without investing a single point in learning trading skills. However, if you plan to do it seriously, master the system of buy / sell orders, earning the maximum profit from each trade - learn at least the minimum levels of the skills offered.
First, let's figure out what skills a character must have in order to successfully trade in the future. There are basic trading skills - those that affect your income, and there are additional, but no less important ones - which ships you know how to drive, which equipment you can use to increase cargo and increase safety during flights.
MORE ON LINK

First, let's look at the basic skills:

(Explanation of the following skills using Accounting as an example.
Accounting (3x) - The name of the skill with a multiplier for learning it.
What does 1x mean: this is the minimum amount of time required to learn (An example of the time required to learn the Trade skill is given):

Level 1: 8 min. 29 p.
Level 2: 39 minutes 30 s.
Level 3: 3 hours 43 minutes 14 p.
Level 4: 21 hours 2 minutes 53 p.
Level 5: 4 days 23 hours 3 minutes 54 p.

(For other skills, the values ​​are slightly lower.)
Accordingly, 3x - 3 times longer.
Fully learning a skill is the sum of time spent learning all 5 levels.
Transaction tax - tax on transactions, 1% of the amount. If the product is sold for 1000 ISK, then the tax will be 10 ISK. At level 5 Accounting, the tax will be 50% of 10 ISK = 5 ISK. Perceptible for large amounts.
Charisma / Memory - The characteristics through which the skill is learned. Charisma for Accounting is a primary skill, memory is a Secondary. The higher the value of the primary and secondary characteristics, the faster the skill that depends on them will be learned.
Skill Required: You will not be able to start learning Accounting if you have not already learned the Trade skill before level 4.
Learning time - how long it will take for a character with basic characteristics, without implants and additional multipliers, to start learning this skill.
Average price of the book The Forge: Approximate price of the book excluding markups and discounts in The Forge Region (in this region there is a shopping center Caldari - Jita - Yin and Yang of the economy of the Eve universe) 1k = 1,000.00 ISK (1 thousand), 1kk = 1,000,000.00 ISK (1 million), 1kkk = 1,000,000,000.00 ISK (1 billion).
? - tips for learning, applicable to the delivered
tasks of the Manual.)

Skill List:

1. Accounting (3x) The skill of keeping accounting records in order and conducting commercial transactions without prejudice to your own wallet. With each skill level, the transaction tax is reduced by 10%.
(Charisma / Memory)
Required Skill: Trade IV.
Study time from scratch: 1d. 1.h. 34 min. 5c.
Average price of The Forge book: KK 4.7
? - Useful, we study, level 2 (3) is enough to start.

2. Broker Relations (2x) Ability to reduce costs associated with market activities. Each skill level reduces the cost of placing market orders by 5%, which is usually 1% of the total trade amount. The cost of placement can also depend on the level of relationship between the player and the owner of the station where the order is placed.
(Willpower / Charisma)
Required Skill: Trade II.
Study time from scratch: 47 min. 58 s.
Average price of The Forge book: 110k
? - we cut the broker's income, respectively - we increase our income. Useful, we study at least up to level 3. The size of the commission is also influenced by your standing (relationship) to the faction to which the station belongs.

3. Contracting (1x) This skill allows you to make formal agreements with other characters. For each level of this skill, the possible number of open contracts increases by 4 (maximum 21 at the 5th level of the skill). Note: Characters assigned to trial accounts cannot learn this skill
(Charisma / Willpower)
Required Skill: Social I. Study Time at Zero: 8 min 38 sec.
Average price of The Forge book: 150k
? - at the initial stages, it is quite enough to study up to level 1. 5 contracts is enough with your head.

4. Corporation Contracting (3x) You are already familiar with all the intricacies of formalizing contracts between your corporation and other parties. For each level of this skill, the number of contracts you concurrently enter into on behalf of your corporation increases by 10 (up to a maximum of 60 contracts). This skill does not affect contracts that you enter into on your own behalf. with itself, unlimited. Corporations may have a maximum of 500 open public contracts.
(Charisma / Willpower)
Required Skill: Contracting IV, Social I
Study time from scratch: 1d. 2h 9min. 9c.
Average price of The Forge book: 135k
? - until we need it.

5. Daytrading (1x) Allows you to remotely modify buy and sell orders. With each level, the range at which you can change orders increases. Level 1 allows you to change orders within the same solar system. Level 2 increases the range to 5 jumps, and this distance doubles for each subsequent level. Level 5 allows you to change orders anywhere in the region.
(Charisma / Memory)
Required Skill: Trade IV. Study time from scratch: 1d. 1h 34 minutes 5c.
Average price of the book The Forge: 11.7 kk
? - a good thing if you place buy / sell orders. It is not yet profitable for us - at the initial stages, what we bought, we sell immediately. If you are studying, 2 levels are enough at the initial stages.

6. Margin Trading (3x) The ability to benefit from potentially risky investments. With each level, the percentage of ISK on escrow decreases when purchase orders are entered. At level 0, the percentage is 100% (no skill), then with each level the percentage decreases by 25%. The maximum reduction of approximately 24% is achieved at level 5.
(Charisma / Memory)
Required skills: Accounting IV, Trade IV. Study time from scratch: 4 days 7h 35 minutes 38 p.
Average price of Jita book (The Forge): 18.5 kk
? - when you place a buy order, you do not give the entire amount at once - only a part, depending on the skill level, and ISK is withdrawn only upon purchase. Retains active capital. Skill is not critical for us.

7. Marketing (3x) Remote selling skill. Each level allows you to increase the distance from the seller to the item being sold. Level 1 allows you to sell goods within the same solar system. Level 2 increases the coverage range to 5 jumps, and when you move to each subsequent level, this distance is doubled. Level 5 allows you to sell goods anywhere in the region.
(Charisma / Memory)
Required skills: Trade II. Study time from scratch: 47 min. 58 s.
Average price of the book The Forge: 3.45 kk
? Is a good thing. It is not necessary to fly to the station to sell your goods that are in its warehouse. Relatively helpful. When studying, level 2 is enough.

8. Procurement (3x) The skill of remotely placing purchase orders on the market. Level 1 allows you to place purchase orders within the same solar system. Level 2 increases the coverage range to 5 jumps, and this distance doubles for each subsequent level. Level 5 allows you to place orders anywhere in the region. Note: Placing buy orders and buying something directly are not the same thing. No special skills are required for direct purchase.
(Charisma / Memory)
Required skills: Marketing II, Trade II. Study time from scratch: 3 hours 14 minutes. 17 s.
Average price of the book The Forge: 1.55 kk
? Is a good thing in the future. It is not critical for us - we keep active capital. When studying, 2 level is enough.

9. Retail (2x) Ability to organize and manage market transactions. Each level increases the maximum number of open orders by 8.
(Willpower / Charisma)
Required skills: Trade I. Time to study from scratch: 47 min. 58 s.
Average price of The Forge book: 100k
? - not critical. Level 1 is enough.

10. Trade (1x) Knowledge of the market and skills in dealing with it. Increases the maximum number of concurrently open buy and sell orders by 4 per skill level.
(Willpower / Charisma)
Required skills - given initially. The time to learn from scratch has already been learned.
Average price of The Forge book: 20k
? - basic skill. It is desirable to raise it to level 4 (many other skills require the 4th level of Trade to learn).

11. Tycoon (6x) The ability to organize market operations is very large scale and manage them. Each level increases the maximum number of active orders by 32.
(Charisma / Memory)
Required skills: Wholesale V, Retail V, Trade II, Marketing IV.
Study time from scratch: 39 days 20 h. 35 min. 48 p.
Average price of the book The Forge: 92 kk
? - aerobatics, so to speak. With such skills, you can crush the entire market in the region ... we still have more modest demands. We do not teach.

12. Visibility (3x) Skill of purchasing goods remotely. Each skill level allows you to increase the range of purchase orders from the station at which they were created. Level 1 allows remote purchase orders to be placed within the same solar system. Level 2 increases the coverage range to 5 jumps, and this distance doubles for each subsequent level. Level 5 allows for activities throughout the region. Note: This skill is only required to increase the range of remotely placed purchase orders. When placing a purchase order in this system, you can specify any range without having this skill.
(Charisma / Memory)
Required skills: Procurement IV, Marketing II, Trade II. Study time from scratch: 3 days 9 hours 15 minutes 50 s.
Average price of the book The Forge: 7 kk
? - only remotely placed purchase orders (using the Procurement skill) require this skill to change the order's action distance. When placing a purchase order at the current station, you can set any radius for the order without learning any skills. We keep active capital. We do not study.

13. Wholesale (4x) Ability to organize and manage large market transactions. Each level increases the maximum number of active orders by 16.
(Charisma / Memory)
Required skills: Retail V, Trade II, Marketing II.
Study time from scratch: 12 days 4h 30 minutes. 13 p.
Average price of the book The Forge: 33 kk
? - we do not need it yet.
With a narrow focus of character development - the characteristics can be transferred in the "Character information" -> "Characteristics" -> "Neural redistribution" - to increase Memory and Charisma. However, this distribution will only be available 2 times. After the second re-roll of characteristics, the game will offer you to wait exactly one year before the next opportunity to abuse your brain.

With sufficient capital, you can purchase implants for Charisma, Memory, Willpower. To do this, you have 5 connectors for 5 characteristics.
Recommend,
The second slot: Memory Augmentation - Basic (Average price in The Forge region 8 kk) +3 to Memory.
Third slot: Neural Boost - Basic (Average price in The Forge region 8 kk) +3 Willpower.
Fifth slot: Social Adaptation Chip - Basic (Average price in The Forge region 8 kk) +3 Charisma.

Of course, the most profitable trading operation is to place an order to buy a product at a low price, wait a while to buy a sufficient amount of the product, and then transport it to a station with a shortage of this product and put the order on sale at a high price. The advantage of such orders is obvious - the difference between the buy and sell prices is the most significant, therefore, the income from such operations is higher, but there are also disadvantages. When you place a sell order, you are putting your active savings into a frozen state for a while. Until they sell you (or buy from you) the goods, these ISKs do not work, moreover, such operations take time. Therefore - recommendations for beginners with a limited budget - to engage in instant transactions (find the minimum price - buy, find the maximum price - sell), leaving orders until the moment when your capital is already sufficient in order to be able to perform profitable instant transactions and at the same time allow you to invest in the inactive state of orders.

4) Ships and fit.

Our main occupation is the transportation of goods purchased at point A to point B, where we sell it at a higher price. We will need to fly a lot, we will have to visit different corners of space, visit the territory of all 4 races. You fly and admire the views - it would be romantic! .. it would be if these views were not obscured by the open windows of the Trade, according to which we monitor (study) local prices.
From this we conclude that we need a spacious and reliable cargo ship, on which we can quickly and safely deliver the purchased cargo without losing it somewhere along the way.
Each race has its own transport ships. Without touching on the giants with a cargo compartment of 700,000 m3, we will focus on small, but, nevertheless, ships sufficient for our needs - the Tech I option.

Race Amarr: Bestower; Sigil.
Race Caldari: Badger; Badger Mark II.
Race: Gallente: Iteron, Iteron Mark II; Iteron Mark III; Iteron Mark IV; Iteron Mark V.
Race Minmatar: Hoarder; Mammoth; Wreathe.

These ships differ from each other not only in appearance, but also in safety characteristics, the size of the cargo compartment and the amount of equipment that can be placed in the ship to increase the standard dimensions of the volume of the cargo compartment. Not without reason - the Iteron Mark V is recognized as the best for High-sec (systems with a security level from 0.5 to 1.0) - with sufficiently studied skills and the appropriate fit (equipment), its cargo compartment volume can be the largest among all these industrial ships.
However, there are pros and cons everywhere. Very often, a favorable price for a product can be in Low-sec (security level from 0.1. To 0.4), where an evil pirate can attack our unfortunate truck, without fearing the forces of CONCORD, which are few in these systems. And then the rule comes into force: "the preservation of the merchant's cargo is the work of the merchant himself."
Caldar industrial transport - Badger and its improved version - Badger Mark II are best suited for flights in low-secs. Of course, everyone has their own preferences - both in terms of safety, and in terms of specific figures for the volume of the cargo compartment, and aesthetic - in the appearance of the ship.
However, for example, I'll take the Caldari race and their wonderful creation, Badger Mark II.
The average price in The Forge region is 750 k.
A newcomer of the Caldari race will be able to take control of this ship in just 1 day 1 hour 5 minutes. 42 p. Having learned for this the Caldari Frigate skill up to level 3 + Caldari Industrial also up to level 3. In addition, we must not forget about the additional pluses: bonus for the skill of managing industrial ships Caldari: 5% increase in the volume of the cargo hold and maximum speed per skill level. The higher your skill, the greater the volume of your cargo hold and, in addition, the higher your movement speed.
But it's not that simple. To effectively use all the capabilities of the ship, as well as to increase the safety of cargo transportation, we must take care of the appropriate equipment. Improve shields - for greater survivability, increase resistance to various types of weapons - to reduce damage, increase the maximum volume of the cargo compartment - for more cargo. In systems with a low level of security, you can get on a pirate who throws Warp Disruptor or its variations at us from a distance of 20 km, and our slow, clumsy truck will become easy prey, so we need to take care of neutralizing this threat as well.
The best fit for a ship is such a controversial topic that in the wilds of heated debate on this topic, you can easily get confused for a couple of weeks, but never come to a definitive answer. Therefore, in this "Guide" I will cite only one fit, which has already been repeatedly tested in action, and thanks to which several hundred cargo transportation was safely accomplished through systems with different levels of security.
This fit requires the right skills, but the time spent learning them is worth it. It is not necessary to sit at the station until the completion of training in all skills, below is, let's say, a full-fledged version of the body kit, taking into account all the requirements of safe cargo transportation.

Badger mark ii
It has 2 high-power connectors, 6 medium-power connectors, 3 low-power connectors and 3 slots for mounting Medium rigs. Let's try to use all of them without going beyond the capabilities of the ship's energy network:
1) 10MN Afterburner I (at the very beginning, you can use a simplified version - 1MN Afterburner I) When activated, instantly gives the ship acceleration to its maximum speed. The thrust of the ship using this module and the corresponding increase in maximum speed are limited by its mass.
Required Skill: Afterburner I - Learning Time 8 min. 20 s.
Average price in The Forge region: 25 to
The module is inserted into the middle slot, it is necessary to increase the speed of the ship in emergency situations (returning back to the gate after jumping into an unsafe system, where a pirate is already waiting for us), or to quickly approach the target in space.
2) ECM - Multispectral Jammer II (2 pieces, at the very beginning you can use a simplified version - ECM - Multispectral Jammer I) An advanced universal electronic jamming system designed to protect against all types of target acquisition systems. It does not have the same efficiency as specialized modules, but it provides sufficiently reliable protection against less advanced target designation systems.
Required Skill: Electronic Warfare IV, - Time to learn 2 days. 2 hours 17 minutes 0 sec.
The module is inserted into the middle slot. Our enemy will target us for longer - which slightly increases our chances of going into the warp without serious damage.
Average price in The Forge Region: 700 to
3) Expanded Cargohold II (3 pieces, at the very beginning you can use a simplified version of Expanded Cargohold I) Increases the capacity of the cargo hold. (+ 27.55%), but they reduce our maximum speed by 10%, besides, it imposes a penalty on hull hits (-20%), however, this is a necessary thing for us.
Requires skill: Hull Upgrades II, - study time 1 h. 34 min. 18 p.
Plugs into a low power connector.
Average price in The Forge Region: 500 to
4) Invulnerability Field II (2 pieces, despite the penalty due to the amount. The effectiveness of each will still be at the level of 95%, at the very beginning you can use Invulnerability Field I) Increases the shield's resistance to all types of damage. (by 30%) Minus: when using several modules of this type or modules that change the same characteristics of the ship, their effectiveness decreases.
Requires skill: Tactical Shield IV, - study time 4 days. 4 hours 34 minutes 0 sec.

Average price in The Forge region: KK 1.1
5) Medium Cargohold Optimization I (3 pieces, small / big variations cannot be used) This modification of the ship is designed to increase the volume of its cargo compartment by reducing armor hits. Adds 15% to the capacity of the cargo hold, but reduces our armor by 10%.
Requires skills: Mechanics III, Jury Rigging III, Astronautics Rigging I, study time 12 hours 57 minutes. 50 s.
It is inserted into the slots for mounting tuning modules.
Average price in The Forge region: KK 3.75
6) Medium Shield Extender II (you can use a simpler variation of Medium Shield Extender I) Increases the maximum strength of the shield. (Bonus to shield hits 1050 HP), considering that the shield is our main line of defense. The armor and hull suffer from the disadvantages that the equipment used imposes on them, but we rely on the shield completely. Time shows that it is not in vain.
Requires skills: Shield Upgrades IV, - study time 2 days. 2 hours 17 minutes 0 sec.
Plugs into a medium power connector.
Average price in The Forge region: 650 K
7) Prototype Cloaking Device I. This prototype of an advanced cloaking device was one of the last technological breakthroughs born within the walls of Crielere Labs. Although it works, it is not a complete product with serious flaws; in particular, the installed system creates serious problems in the operation of sensors and can only function at minimum speed. Note: Simultaneous use of two or more concealment systems on a ship is impossible, since interference caused by asynchronous reflection of light waves neutralizes their effect.
This thing, although when used, reduces our speed by 90%, making us an almost stationary target, but at the same time hides us from the eyes of the enemy. Of course, Cloak will not save us if the enemy flies closer than 2,000 meters - it will open, but this is a matter of chance and luck. How can it be useful to us? Imagine a situation: you jump into the gates of a system with a low security level and, accordingly, the symbolic content of the CONCORD forces. A pirate hangs at the gate, waiting for his prey. If we have a valuable cargo in our hold, which, well, we would not like to lose in any way, we can not risk it and not rely on the strength of the shield, but go into invisibility and calmly hang like that for a couple of minutes. The saying works here - “you drive quieter, the further you will be”. As soon as the horizon is clear, you can exit the camouflage system and jump further. Do not forget about the reactivation delay - 30 s.
Requires skills: Electronics IV, Cloaking I, - study time: 21 hours 31 minutes. 50 s.
Plugs into high power connector.
Average price in The Forge region: CZK 850
8) Warp Core Stabilizer I (3 pieces) When installed, this module is designed to compensate for fluctuations and disturbances of the quantum core of the ship's engine. Allows you to spit from the high bell tower at the enemy Disruptor and quietly go into the warp. Despite the fact that there are no free slots left, and they are placed in low-power connectors, it is still better to stock up on three such stabilizers - if you need to jump into Low-axes, remove Expanded Cargohold II at the nearest station, and in their place - stabilizers. This will reduce the volume of the cargo, but it will increase your chance of survival.
Requires skill: Warp Drive Operation I, - learning time 8 min. 20 s.
Average price in The Forge region: 14 k

In addition, to "artificially" increase the cargo compartment, you can use such a wonderful thing as a secure container. They are different: small, medium, huge, but the most optimal investment is Giant Secure Container. There is a little trick when using it - it takes up 3,000 m3 in the hold, and you can load 3,900 m3 into it. (+ 30% to volume). (The cargo contained in this giant container is secured by a combination lock. The combination lock will only activate if the container is anchored in outer space. Anchoring of containers is permitted in star systems with security status 0.7 and below.) Anchoring I, study time 25 min. 26 p.
If such a nuisance happens, and your ship falls to pieces after an attack by pirates, there is a possibility that the cargo enclosed in these containers will remain in space, and you will be able to pick it up after a while, because, without knowing your code that you entered as protection for the container, it cannot be opened.
But it's not that simple. I added "artificial increase" for a reason. For example, it is forbidden to put some objects in this container - people and genetic products of the animal world. If your ship has a capacity of 20,000 m3, and you increased this value to 24,800 with the help of 6 containers, then this is true only for, for example, ore, materials, but this does not mean that you can transport a single volume of 24,000 m3, for example , some ship. Because now you do not have a common hold, but it is divided into sectors. Consider this.

Equipping your ship in this way, you can travel with peace of mind through the High and Low-secs, saving your cargo from evil pirates and other surprises.
Of course, the insurance of the ship is never superfluous, although the fit (body kit) costs an order of magnitude more than the ship itself - after all, it is known - **** Happens ... However, your attentiveness and vigilance is a guarantee of your safety. Do not trust the autopilot control in dangerous systems and keep a close eye on the route. If there are too many dangerous systems on the way, and the cargo is too valuable to be lost, consider whether it is worth it. How confident are you in your abilities? Maybe "less is better"? Or: “Take everything, don’t give anything” is your motto?
Go for it.

5) Trade window.

So, our main business is to buy cheap and sell high, taking the difference in price into our account. It would seem, well, what could be simpler? However, there are also many pitfalls / cosmic meteorites / black holes (emphasize the necessary).
The trading window is an indispensable attribute of the activities of all traders, so it is advisable to set it up as conveniently as possible, put each column in its place, if necessary expand the column with prices, put the columns "sellers" and "buyers" under one vertical, make sure that everything columns are displayed on your screen and nothing is hidden somewhere behind. Create a comfortable workplace for yourself, get used to it. After the Crucible update, I had a slight second of panic, when, after entering the game, I found that my windows suddenly shrunk and turned out to be not in our (familiar) places.
So, a ship with a cargo compartment acceptable to you is waiting for you in the hangar, and there is a sufficient amount on the account to carry out trade operations. (By the way, it is difficult to name a clear amount for the initial capital, because there is simply no such amount. My advice is to make sure that your assets have at least 5 kk, for a start this should be enough - until you get involved, until you get used to it - all the more - less risk lose a large amount if you do something wrong. But remember - the lower the ISK, the less your opportunities and the narrower the range of possible deals, the lower the income.)
Select the region where you will monitor (view) the market (for example, The Forge). Open the "trade" tab, find a list of goods and check them one by one.

It is not necessary to know what all this variety of objects is for, for me they were all alike - a "unit of goods". But each has its own price and volume - that's all the differences. At the time, while you were undergoing training, you could already check the economic situation in the region by looking at the market. And now you already have information, and you can notice that the price of some of the goods has increased significantly, or vice versa - decreased.
For each product there is a tab - "price history", here you can see the dynamics of price changes for a different period of time: from 5 days to a year.

So, what should you pay attention to in the first place when conducting trading operations. Let's look at an example that will be conducted by the assistant Wanna Sellandbuy specially created for this case on the Ibis ship (the volume of the cargo compartment is 120 m3) and almost absolute zero in skills - the blonde as she is.

For example, let's open the Trade - Manufacturing & Research - Materials - Alloys & Parts tab and select Condensed Alloy. In the "Details" window that opens, in the "Sellers" tab, we order the sale prices from minimum to maximum, and in the "Buyers" tab, on the contrary, from maximum to minimum.

We see that this product is being sold at the price of 999 ISK, and bought in Jita, where we are, at 1, 119.16 ISK. Those. the profit when making a deal from one unit for us will be equal to 200 ISK. But! We pay attention to the quantity of the sold and purchased goods - they sell only 48 pieces, we look at the quantity of the purchased goods and we see that we will not have any problems with the sale. It turns out that the approximate income from our trade will be:
1) 48 (number of product units) * 999 = 47.952.00 ISK - how much we will spend on a purchase.
2) 48 * 1, 119.16 = 53, 712.00 ISK - how much we get from the sale.
Our income excluding taxes will be:
53, 712.00 - 47, 952.00 = 5, 760.00 ISK (almost 6 thousand ISK)
Now we are looking to see if we can fit these 48 units into the hold - open the general information on Concentrated Alloys and in the "Characteristics" we see that its volume is 1 m3. Those. 48 m3 will fit into our hold.

Further, it is useful to check the minimum quantity of purchased goods at the station. We have no problems with the alloy - you can sell at least 1 piece.
The benefit can now be calculated by including the ISK / Jump concept in the calculations.
So, look at the Jumping column - 48 Alloys are sold at a distance of 8 jumps from us. Those. we need to spend time on 8 jumps, then jump back the same amount.
To find out the feasibility of such flights, you need to calculate the concept of ISK / Jump, for this we divide our estimated income by the number of jumps. (Here it is necessary to make a digression. The fact is that many categorically do not recommend flying with empty cargo compartments. That is, since we are flying in 8 jumps to another system, it is useful to spend time and find a product that we could buy on our station and sell there - so as not to fly there empty ... Of course, the advice is great, but in practice it is quite difficult to implement it - to find such a product means to spend time searching + the purchase / sale price is unlikely to be profitable for us and, most likely , all our insignificant income will simply be "eaten up" by taxes, so if I see a good deal, I don't really adhere to the rule not to fly empty ...)
Let's get back to the calculations.
Our estimated income: 5,760.00 we divide by 8 (number of jumps) = 720 ISK / jump.
What value of this parameter suits you is up to you.
Of course, the example shows not the most profitable deal, making 8 jumps for the sake of such an amount is strongly discouraged.
Therefore, let's look for something more worthwhile.
For example, let's pay attention to the Mitsolen system 3 jumps from us. They sell Alloys at a price of 1, 011.00 ISK
With a unit volume of 1 m3, I can load only 120 units on my Ibis. Let's hit the calculations:
I will give 120 * 1, 011.00 = 121, 320.00 ISK, and from the sale I will receive:
120 * 1, 119.16 = 134, 280.00 ISK
My estimated income excluding taxes: 134, 280.00 - 121, 320.00 = 12, 360.00 ISK
(There is a simpler formula: (1, 119.16 ‘purchase price’ - 1, 011.00 ‘sale price’) * 120 ‘number of items’ = 12, 960.00 ISK).
ISK / Jump = 12, 960.00 / 3 = 4, 320.00 ISK - much more!
We set the route point and observe the colored squares of the systems. We need to check if our route goes through Low systems and zeros. If the answer is yes, you should think again and take a different look at our potential income - there is a danger of simply not flying home with the load. If you are confident in yourself, in the reliability of the ship, or simply hope for luck and profit for you more important than phantom dangers - go ahead!
Our route is quite safe. There are no guarantees, of course, but our faith in CONCORD is unshakable.
Let's try to make this deal. For this we purchase 120 m3 of goods in the Mitsolen system.

We open the "Property" tab and see that 120 m3 of Alloys are waiting for us in this system. We set the route point and take off.

Jita… try to hang in space for a minute and count how many ships will take off or land on the station within a minute - the answer is: A lot!

During the flight, you can continue to monitor the market, taking notes in a notebook about potentially profitable operations, while you can turn on the autopilot. (Which increases travel time, especially for cargo ships, but useful if you need to get away somewhere. I still recommend flying by hand).
Arriving at the place, we reload the goods from the station into the cargo hold, set the system route point where we plan to sell it, and fly out.
We are back in Jita. We move the goods from the cargo compartment to the station, right-click on it, select “Sell” and see a nice picture - green font - we make a profitable deal.

We check the detailed balance - the operation was successful, no one died ... and our account increased by more than 10 k, if not for the 1% tax that we gave out of the entire transaction value, there would have been more.

So - to reduce taxes on big deals and expensive trading - make sure your skills will keep you on track.

Here is the most common, everyday trading operation. Not the most profitable, but, nevertheless, it brought us a small profit. If the volume of goods were 12,000 m3 (and this is quite a compartment of your cargo Badger) and we had enough ISK to buy 12,000 units of goods, we would have earned 100 times more, and this is already quite a good deal.

If, while monitoring the market, you cannot find any good deal, try flying to a neighboring region - prices for the same product may differ even at a distance of only 1 jump, just here this system is in one region, and after a jump - already another region and other requests. With just 2-3 hops from Jita and The Forge region, you are already in a different Region with other potential trade deals.
Make notes on the product that brought you a good income, add it to the "Link to prices", or just create yourself a list of those products that you can or would like to transport, because the choice in the general window is huge.

Check the "Price History" tab - if the price jumps over the last week / month are high, there is a high probability that you will be able to buy cheap at the same station and sell at exorbitant prices. Or you can place a buy / sell order. There is a special window for orders - enter the price, the quantity of the product you want to buy (make sure that you have enough ISK on your account and you can pay for the purchase), do not forget about the broker's fee. There is a small nuance - given that in the buy window, prices are sorted from highest to lowest, then if you put the purchase price at least 1 ISK less, then your order will already be below the first line, which means - most likely - the goods will not be sold to you ... If this deal is not urgent, set a price that is acceptable to you and wait for sellers. Remember that you can only cancel a trade order 5 minutes after it has been placed.

I would like to mention the shares of corporations, I was previously interested in this question as an additional income - but this is not a subject of trade, usually only those who are in the corporation own shares. With their help, they vote for the re-election of management positions within the corporation, shareholders receive a small percentage, but the merchant cannot squeeze anything interesting from this for himself.
What is profitable to do at the beginning of your "career"? Pay attention to consumables - "Ammunition and charges", try to search for something in the "Ships" tab, given their disassembled volume, take a look at "Production and research" - "materials", especially the prices in different regions on " minerals ”, check“ dismantled components ”,“ alloys and parts ”, look at“ goods ”and subsection“ general goods ”. Look for what works best for you.

It remains to say about the pitfalls of such a trade.

1) Do not risk the entire amount when making such operations, keep ISK for yourself in case an unforeseen situation occurs and you lose your ship / cargo / profit. Only if you are 100 (99%) sure that everything will go smoothly - go for it. Once I lost a ship and cargo in system 0.4, because a "military operation" was being prepared there, and there were about 15 ships with aggressive pilots hanging on the gates ... Those 12 km back. that separated me from the gate, my badger did not have time to overcome (it did not have Cloak on it yet).

2) We set this trap for ourselves. When our income from transactions grows, and our usual income from one successful transaction is already 10 kk, then we suddenly stop noticing small but profitable transactions of 1 kk, 1.5 or even 2 kk. With the growth of income, the appetite grows and the desire to earn even more grows. You are looking for a 10 kk deal, but you miss 5-6 deals for 2-3 kk. When I earned 40 kk of net income from one transaction, I didn't even want to look at the operations that could bring me 3-4 kk, but in vain. There are not so many operations for 40 kk, finding them and implementing them is good luck for a beginner. Which is better: "a tit in the hands, or a rare crane in space" - it's up to you again.

3) You can fall into this trap from carelessness. Let's say you have found a wonderful product that does not weigh so much, is not far away, and most importantly - the minimum sales price is only, for example, 20 ISK, but they buy it ... for 110! ISK You wipe your eyes, check your glasses, rinse the lenses, go to the ophthalmologist, bring your neighbors home - show: “what? Is it true that it costs 20, but they buy it at 110? " And yes, indeed it is! Forgetting everything, you buy all the goods for all the ISKs that you have, and fly to sell at such a crazy price. Still would! You spent, for example, 20 kk, and you will earn 110 kk! Your wallet will increase more than 5 times in just one transaction! But! Arriving at the station and trying to sell the product, you suddenly see that they are buying it for only 15 ISK, how can that be? Open the "Trade" tab again, start examining this deal more closely and notice a small detail - "minimum purchase volume" ... your product costs, for example, 13 kk. Those. they will buy this product from you, but only if you immediately sell them the required quantity. And you have neither ISK, nor the ability to fly throughout the system, collecting the required amount ... What to do? Sell ​​for 15 ISK, losing 1/4 of your fortune.
How can you avoid this? Take your time - check everything: the volume of the goods, the minimum purchase quantity, the distance and the safety of the route. Be careful.

In addition, in this option with a minimum purchase, there is a high probability of divorce due to the Margin Trading skill: at level 5, this skill allows you to place a purchase order, laying out only 24% of the cost of the goods for it, keeping the buyer's capital in an active state, and ISK withdrawn from his account at the time of the transaction, But! If there is not enough ISK on his account, then the order is simply canceled. Therefore, with one character with the Margin Trading skill, they place an order for the purchase of a huge amount of goods (which can be searched for all day in all regions) at an unrealistically increased cost, after that they transfer ISK to another character, and with the second character they place orders for the sale of the same quantity of goods, but at only a slightly increased average cost. You see a good deal - you buy all the offered goods at an increased cost (after all, you will still sell them even more! when you try to sell all of this commodity at that huge price, the order will simply disappear. As a result, you will have a huge amount of unnecessary goods that you yourself bought at a price 4-5 times higher than its average cost.
The likelihood of this divorce for a beginner, for whom this "Guide" is written, is minimal, because we simply do not have enough ISK to purchase such an amount. However, remember this and do not fall for such a trick.

4) You see a product that is sold, for example, for 1.5 kk, and 5 jumps from you they buy it for 3 kk! You have 15 kk in your pocket, of which, if this deal is successful, you will make 30 kk. Buy 10 units of a product for all ISK, but forget to check its characteristics. And then a small surprise awaits you - the volume of one unit of goods is, for example, 150,000 m3, and your truck will intervene a maximum of 20,000 m3 ... You turned out to be inattentive and burned out. What to do? You can sell this product at the same station, being in the red, but retaining part of the capital, or try to organize a "courier contract" (we will talk about contracts below) and try to use the services of pilots of huge "trucks", but their services also cost ISK, which besides, at a low price of reward, no one can accept your contract, and at this time you will wipe your pants at the station, not being able to fly on trade operations. How can you avoid this? Be careful!

5) Suppose, somewhere on the outskirts, one would-be warrior pilot lost his ship and urgently needs a replacement. And you see that a profitable deal has appeared in the trading window - just 7-8 jumps from you, someone buys a ship, for example Oracle at a price of 70kk, although here at the station it costs only 50kk. Such a ship will fit into your badger, you have 51-52 kk on your account. those. you can make this deal without any problems. You buy Oracle, load it into a "truck" (if you don't know how to manage Oracle itself) and fly out towards an income of 20 kk. But! Arriving in the required system, you no longer see this deal! Why? It's simple - either he removed the buy order, or the more cunning trader beat you to it. You have no choice but to sell Oracle at the highest possible price, which, of course, will be lower than its purchase price.
How to avoid? This is not a trap, this is called a "risky operation" - to take risks (if I have time / will not have time) or not - it's up to you to decide. I have performed such operations only once, but I do not risk it anymore. It is much better to find a reverse deal - they sell at 40 kk, for example, but at your station they buy at 50 kk. and far from being a single copy. You can safely, if the ship gets into your hold, you can buy Oracle and take it to sell into your system. Even if a whole batch of such Oracle is brought here for no reason, you can still push your own on the sly, or place a sell order - in any case - due to a too low purchase price - you are in the red you will not find yourself.

6) Contracts.

Contracts. An endless field of earning opportunities ... and bankruptcy ... Then there is "an endless minefield of earning opportunities." Everything that cannot be found in the trade window is sold here.

There are 3 types of contracts:
1) Exchange of items.
A contract is created, which indicates an item (or a set of items), which the pilot is ready to exchange for ISK or the required goods. Modules, copies of blueprints - anything that is not sold through the trade window may be in the contract. For a merchant, the main thing is to be guided by the price of the purchased goods, or, if there are several items, to calculate the sum of the prices of all items in order to estimate the possible profit from resale. There are a lot of contracts in which the seller throws all his "junk", where there may be quite valuable things. Types of exchange contracts: “I want to buy”, “I want to sell” allow sorting “offers” from “demand”.
How to make money on such contracts?
Select the type of contract "I want to buy", then select the "contract category" - modules, ships, blueprints, asteroids or any other and see offers for sale. Select a contract in your price range and check the list of items in it, roughly representing the real value of all items. In the example shown, the Tornado is exchanged for a Genolution Core Augmentation CA-1 Implant. You give 1 implant, and in return you get 1 battle cruiser Tornado. Is this exchange contract deal profitable for you?

Right-click on the implant and select "find mention in contracts" - you get a list, change the "contract type" to "want to sell" and sort by price - from lowest to highest.

The minimum price for such an implant is 25 kk, but! The route runs through the "zeros", and in order to pick up this item, you will need to fly to a station that "may not be available" (that is, you may simply not be allowed to enter it), which is also specified in the contract.

Are you ready to risk the ship (given its minimum volume, you can make these jumps on a faster and more maneuverable frigate with a fit at maximum speed, with an increased speed in the warp and with Cloak for safety), but guarantees that you will reach, and most importantly - fly away from there safe and sound, no one can give. The minimum price of an implant for a safe walk in High-sec is 50 kk. Now let's get back to Tornado. The trade window tells us that we can sell this ship for 47, 600, 000.00 ISK. (In addition, 1% will go to tax, which is 476,000.00 ISK). It is easy to understand that with such a price for an implant, this deal is not profitable for us. Although, if we still take the risk and fly to zero for an implant at a price of 25 kk, then our profit (with a successful outcome of the operation) will be about 22 kk ... "Is the risk of these ISK worth it" - this is the main question. Everyone gives their own answer.
A variation of this method - the "want to sell" type of contract - look for cheaper things in the lists, check prices both in the trading window and in the contracts themselves.
The same goes for collecting items. If you find an inexpensive set good items, you can switch the contract type to "want to buy" and look for buyers for the items that were in the set. Profit is calculated for each contract individually. Usually, there are few profitable contracts that are not associated with great risk (like flying to zero), basically - all things come with a surcharge, but sometimes profitable contracts come across.

There was a case when at one station in just 16 jumps from Jita they sold 2 kk Scordite - a type of ore. The contract was very cheap, because it is very long and tedious to transport 2 kk of ore from that station to another, where the ore would be bought at a good price, or it requires an appropriate cargo ship. However, I bought this contract anyway (because the price was really too low for the ore) and, upon arrival at the station, I simply “processed” this ore into minerals. Refining did not study, so I lost about 10% of my income on this. The volume of minerals is minimal - they turned out to be much less, and the total price of minerals obtained after processing (with maximum processing efficiency) is approximately equal to the cost of the ore itself. So - I lost 10% of my income, but (due to the low cost of the contract) in the end I still earned 40 kk on this, transporting the obtained minerals to a station with a high purchase price, which did not take 22 trips over a distance of 6 jumps (as it was with ore on my Badger, but only 2).
Hence the recommendation - if the price of the contract is greatly underestimated and no divorce is visible on the horizon - try to think about possible ways of selling. At the very least, you will get yours back, and you will gain the most valuable thing - experience.

2) Type of contract "Auctions".
Here capital is already needed, capable of supporting the increase in the rate on the commodity. Let's go back to the implant. We can see that in this auction contract the initial bid for an implant that costs 50 kk was only 1 kk.

At this point, 31 bets have been made, and the amount has increased to 4 kk. There is no redemption value, and the auction itself ends in 3 days. Here you can follow such contracts, buying, if you're lucky, valuable things for symbolic ISK ... But that's - if you're lucky. Usually - by the end of the auction for hot goods, their price approaches the usual average for the region. But then again - each separate auction contract is a separate story. You can search for such offers and place bets. If your bet is outbid - ISK without any taxes will be returned to your account, and you can add more to this amount by betting again. You can try to play at the auction, slightly increasing the bid, or immediately, after waiting until the end of the contract reaches the value of "less than an hour", bid several million more competitors if you still win on the price.
Whether to spend time and effort on such games is a question. Everyone gives the answer for himself - it is interesting and exciting, you can earn tens of millions on one such contract, or lose some time watching this contract every day, and be left with nothing, because your bid will be interrupted at the end of the auction.
I also managed to make money on these contracts, but these earnings were due to the mistakes of those who put them. Basically, from ignorance of the real cost. I looked for high-end products - the same implant - and sorted such contracts for the “buyout” price. I bought one such contract at the buyback price of 25 kk, and sold it in the end for 60 kk.
Search, compare, navigate in prices, estimate, count - this is interesting, it can be profitable, but still, every time, be careful and try to double-check yourself.
3) Courier contracts.
Oh yeah! This is my favorite topic. On them I earned a total of 250 kk, but I also lost 280 kk ... How can I earn money by transporting goods? For example ... on the service itself. Sometimes you come across very lucrative offers with a load that fits into your "truck", and the systems on which you have to fly are welcoming and friendly. Be careful - if you can fit 20,000 m3 of cargo into your Badger, and when using the Giant Secure Container (giant security containers) - all 24,000 m3, then you will not be able to transport a cargo that takes up 21,000 m3! Because it comes in one package, and it must be transported as a whole, without tearing the wrapping paper, otherwise you risk losing the deposit that you pay for the "temporary use" of the cargo while it is being transported. It will also not be possible to transport in parts. Keep track of the volume of the cargo.
Collateral is a separate topic. In one hour, spending only 120 kk, I was able to earn 105 kk. It's just that the one who gave the contract did not add a couple of zeros to the amount of the collateral and 2 contracts with a collateral of 60 kk (the objective value of the cargo) put 60 kk each. myself, slowly transporting and selling it.
And here is another case, where I was already a fool. The harsh everyday life of a merchant). It was necessary to transport the bulky cargo to the station to zero. The deposit was KK 200, but the reward was KK 20! I decided that my frigate Merlin with Cloak on board would cope with this task, took the cargo, paying a deposit of 200 kk, and flew. Having safely arrived in the system, I fell into a trap in the form of a "bubble" - Mobile Large Warp Disrutor - put in zeros and minuses, if your ship got into this chilly mass, then its speed drops, and you have to get out of this "bubble", while a spider flies to you at all times, which put it. When I got to the station, I wanted to go inside, but I did not take into account a small thing - the station did not belong to NPCs (game characters), but to the players who restricted access to the entrance. As a result, my frigate was blown up, the cargo burned down (and the cargo turned out to be a small container of no value - that is, a “divorce”), and I lost the entire amount of the deposit. Then the pilot contacted me, returned half of the lost ISK, so that I could somehow continue trading. Yes - there are people like that! A day later - after a successful deal - I returned the entire amount to him - my mistake, and I wanted to pay for it myself.

There is a safe option (regarding divorce) of such a contract. When you need to transport something From zeros or minuses to the Empire. If you manage to fly to the station and take a contract, you can be sure there is no divorce, but the way back to the safe sectors does not make it any easier.
Another entertaining divorce that I ran into and which (I hope!) You will not run into after reading this manual. The fact is that in the information about the cargo of the courier contract, only its weight is indicated, but not the items themselves. Having sorted the contracts by the volume of cargo, I saw a contract where the security for 972,000 m3 was only 60 kk ... Curious. In the description (which is so rare, by the way) I found: “2 x Armageddon in low sec. Please "- 2 ships Armageddon (each disassembled weighs 486,000 m3) in the low-sector, and even such a polite request! Why not help a person? It doesn't matter that my "truck" will not fit such a volume, each Armageddon costs 53 kk on the market. Breaking the contract, I will give 60 kk, and in return, by selling 2 Armageddons, I will earn 106 kk. The benefits are clear. I flew to the region and took a contract (you can take contracts only being in the region where it was created. You can be from it for 20 jumps, but if the region is the same, you can take it at that distance, and if you are only in one jump, but in another region - it is not available to you). It turned out that this entire volume is filled with cargo containers - General Freight Container - they are used for the transportation of goods, each occupying a volume of 120,000 m3. 8 such containers were taken (their price is only 200 k) and a little Veldspar ore was added to "imitate" the volume of two Armageddons. Great! After a little applause for such a well-thought-out tactic of divorce, I decided to simply fulfill the contract by creating my own, so that someone would transport it for me, I would pay the “carrier”, and in return I would return the deposit. But Space Bender bypassed even this possibility - I could not create a courier contract without breaking this one, because a piece of Zydrine ore was put in one of these containers - a pretty green pebble - and every time I was "popped up" a message - the containers are not empty, you you cannot create a contract while they have some kind of cargo in them. That is, I had to break the contract and recreate it, trying to dilute another one for the same amount. I decided that the Zydrine pebble worth 60 kk ... is a good merchant's talisman and canceled the contract, leaving the mineral for myself as a reminder of the proverb: "I dug a hole for another, but I got into it myself."

Separately, I would like to say about rare items and collectibles. The world of EvE-online has its own history, the items that are part of this story are what the collectors of the world of Eve are chasing after. Many items are preserved in the singular, their value among collectors is priceless, and among merchants - about 2kkk ... not bad !? For one thing that is absolutely useless and does not give any advantages, but this is history! This is a grain of those events that happened once, and this grain is of great importance for connoisseurs. Knowing these objects, orienting in them - it can do anything: a carved statuette, a "lost girl", a "white songbird", even the numb corpse of some modern leader of a powerful alliance, who was once shot down and picked up next to the destroyed capsule his Corpse (little body). Such items are sometimes found in contracts, many, not knowing their value for collectors, sell them as useless little things, like trash - for a pittance. If you are a little familiar with such things, you can earn a decent fortune for one such purchased contract. But! Not everything is so smooth - there are very few such items. There are only a few really valuable ones, and those that are still found do not have such a huge price. As one of the theoretical ways of making money - rare things, but as a real way - very, very dubious.

I would like to tell you about the local Jita chat in a separate line ... This chat is one of the attractions of Eve, it contains all possible variations of divorce in Eve, there are almost all contract options, according to which you can be fooled, 98% of all proposed deals are divorce. There are poems and songs about this chat, and just angry reviews, but this is also a part of Eve's world.
Be careful not to fall for tricks and you may try to catch others. Better yet, do the honest work of a merchant with a clear conscience and a crystal soul.

7) Low and zeros.

8) Role-playing game as a merchant.

Yes, I would not like to ignore this moment of playing as a merchant, although for many it is a waste of time.
What is a vendor role-playing game? You don't just play your character, you play a certain role. Write a biography of your character, write a story (quenta) of how he ended up in space, come up with a personal, personal task not provided for by the game - personal revenge, search for ancient treasures, traces of disappeared civilizations. You just need to add a little imagination, and you are no longer just flying from one station to another with a full cargo hold, no! Now you are the one who, at the cost of many hardships and dangers, brings Condensed Alloys to the dying planet, without which this planet will simply fall apart in the near future, and the lives of billions of people on the planet depend only on you ...
Many players, for example, are not just engaged in "shooting" those for whom the award is assigned, they call themselves "Bounty Hunters" and their goal is to "cleanse this universe of criminal rabble!" The guys, by and large, are engaged in PvP and earn, but they do it, obeying their own rules, their Idea.
Agree, this is an amateur activity, not everyone is interested in spending time on stories, subordinating each event to playing their role, but those who are interested in this receive, in my opinion, a full-fledged universe, a bright character, a global task. Many people complain about the boredom of agent missions ... come up with your motivation!
Take water to a distant planet dying of thirst. Buy Water, not sparing a couple of hundred thousand, make a trip to a distant planet in an unsafe system, deliver vital water to the world's population! Deliver medicines or antibiotics to the "hot spot" where global battles take place. Yes, you will remain in the red without earning a dime on it, but your gameplay will become more interesting, richer, and more varied. Try to conduct an excursion for space tourists (buy a couple of dozen under the contract - they are relatively inexpensive), add a couple of prostitutes and slaves to them, turning ordinary tourists into "elite" ones, and fly into a beautiful system with a planet covered with ice or lava, take some screenshots, or even shoot a video.
In the event that this idea is close to you, but you do not want to waste time without earning ISK, try combining these two activities. Having accumulated a decent fortune, take up the elite transportation of goods. Get a stylish special-purpose ship like the Nemesis of the Gallente race, or the gorgeous six-winged Archangel of the Caldari race - Heron. Equip your ship with the latest technology (as long as ISK lasts). Look in "courier contracts" for cargo weighing up to 200 m3, which must be transported from the farthest corners of the universe to the Empire. 30 jumps there, 30 - back, of these 60 jumps about 40 on the "zeros". The reward for such transportation is usually 30-40 kk ISK. Offer your services - fast and safe transportation of small loads for a decent fee. Use the rules of the "Carrier" character Jason Statham:

1. Never change the terms of the deal.
2. No names.
3. Never look what you are carrying

Or create your own. Prove yourself as a reliable pilot who can fly freely throughout the universe, delivering small parcels to any part of the Eve world.
Opportunities role play- a lot. This will help to diversify the gameplay, make it bright, and give an incentive.

9) Conclusion.

http://eve-central.com/home/market.html
The site where you can find information on average prices for goods in all regions.
http://sourceforge.net/projects/tradeanalyzer/
Local market analysis software.

The information presented here, the tips and tricks that I gave, helped the character, who was only 20 days old - for a week of trading 3-4 hours a day - to get a total income of 450+ kk ISK. There are a lot of guides on the net - there are informative ones, there are just general recommendations, many of them were written long ago, many use slang language, somewhere not all points are highlighted. Here I tried to collect everything and present it in an accessible language, adding a few screenshots for clarity. There are no immutable truths here, there is a description of what helped me to accomplish my task - to make money by trading on PLEX. At least in one case, this knowledge helped, I hope all this information will be useful for you.
Aaron Keyn,

Salvager

Introduction

When you complete combat missions and destroy enemy ships, then skeletons, the so-called wrecks, remain of them. In them you can find the so-called loot, but what to do with it is up to you, you can sell it, you can throw it into processing. So about the skeletons, they can also be collected, but for this you need some skill and a specially equipped ship. So let's get started.

Wrecks

All wrecks are divided into both weight and color categories. The colors are blue, white and yellow. By weight - small (Small), medium (Medium) and large (Large).

First, about color:
  • Whites are yours, members of your corporation, members of your fleet. True, there can be a discrepancy here, if the pilot whose mission you are performing is not in your corporation, but is in the same fleet with you, then when collecting the contents of the skeleton or salvaging it, you will get aggression. The truth here is how you get it from time to time is not necessary.
  • Yellow - skeletons belonging to another player who is not part of the corporation in which you are a member (but may be in your alliance), as well as any other player who destroyed the NPC. If such a track is not empty, then the timer of aggression towards the pilot from whom you collect this skeleton is turned on. In this case, the pilot can kick you in the neck, if, of course, he has enough strength. Well, if it is empty, then you will not receive any aggression from the owner.
  • Blue - wrecks, which were abandoned or given for free use. Anyone who wants to can take them.
And now about the weight categories:
  • Small - these are the skeletons of destroyed frigates (Frigates), destroyers (Destroyers) or unwritten drones (not to be confused with the player's drones such as hornets).
  • Medium are wrecks for ships of the Cruser and BattleCruser classes.
  • Large - these are the skeletons of ships of the Battleship class and above.

Also, each skeleton has its own name, for example - Guristas Despoiler Wreck, where the name of the wreck comes first, and in square brackets is the ticker of the corporation to which this skeleton belongs. Also, if you open the information about the wreck, then you will see the face of the pilot, who leaves this or that track.

Salo

Salo is such a derivative name for what you collect from wrecks of wrecked ships. It drops out randomly and each faction has its own separate type of bacon, and the rest of the types are repeated for everyone. Just like ships and modules, fat has technological categories T1 and T2. The difference between the two is in color and price, although some lard is just cheap. Below is a plate of t1 lard.

Salvaged part Angel cartel Blood raiders< Guristas Sanshas Serpentis Rogue drones
Alloyed Tritanium Bar x x
Armor Plates x x x x x
Broken Drone Transceivers x x
Burned Logic Circuit x x x x x x
Charred Micro Circuit x x x x x x
Conductive Polymer x x x
Contaminated Lorentz Fluid x x
Contaminated Nanite Compound x x x x x
Damaged Artificial Neural Network x x
Defective Current Pump x x x
Fried Interface Circuit x x x x x x
Malfunctioning Shield Emitter x x x
Melted Capacitor Console x x x
Scorched Telemetry Processor x x
Smashed trigger unit x x
Tangled Power Conduit x x x
Thruster Console x x
Tripped Power Circuit x x x x x x
Ward Console x x

Ship

The ship for the extraction of lard can be chosen, in principle, any. True, it depends on the situation in which it will be applied. If it is a slow agent in high-sec (system status 0.5 - 1.0), then you can build a specialized boat, for example, a destroyer, which will contain several salvagers, tractors, hold expanders, an engine and impromodules to improve the quality of salvaging. If you have time or an alt (second character), then you can finish your studies to the Noctis ship, which specializes in salvaging and has a bonus on the range of tractors. I agree, you will have to spend money, but then you will not experience some inconvenience. If you like to scan and go through complexes, then here you should be guided by the tank and the damage of your ship, as well as by the time of passage and the possibility of the appearance of a non-writing when the salvager opens the containers (yes, you were not mistaken with the salvager, there are some). And finally, emergency situations, for example PVP in low-secs (system status 0.4 - 0.1), where you need to do everything quickly, then a free high-slot of the ship will come to your aid, into which nothing but a salvager can fit (if this work does not hang on people more specialized in this in the gang). About zeros (system status 0.0), I can't tell you anything, because it has its own system of problems, in which you can also be a loser.

Modules

The module for collecting skeletons is called Salvager I, and there is also its more advanced version - Salvager II.

Salvager I Salvager II
Electronics - I Electronics - I
Survey - III Survey - III
Mechanic - III Mechanic - III
Salvaging - I Salvaging - V

The technical side Salvager I Salvager II
Requirements for OCU 20 TF 25 TF
Grid requirements 1 MW 1 MW
Installation slot Upper Upper
Volume 5.0 m3 5.0 m3
Consumption of the mouth guard 20 GJ 20 GJ
Hits of the corps 40 HP 40 HP
Difficulty accessibility 5% 7%
Distance of work 5,000 m 6,000 m
Cycle (seconds) 10 10

Ship accelerator

Afterburner or Micro Warp Drive ?!
And here you should be guided by the type of missions and the general situation. Yes, this is indisputably a necessary thing, but what exactly to choose, a little testing of the modules will help you, put both, if you run agents in high-secs and see what will work on the spot. If it is low or zeros, where speed is important, then it is undeniable MWD (no matter how regrettable it may sound, but the Evovtsi call him the Ministry of Internal Affairs).

Tractor

Small Tractor Beam I is something like a magnet that can attract white and blue containers and wrecks hanging in space. This is certainly a very useful thing, but with a minus. Tractors have a threshold - 20 km (20,000 m), and it cannot be increased in any way, unless the ship on which the tractor is installed has bonuses for the beam range of this miracle magnet. A little earlier I mentioned about white and blue wrecks / wrecks, the problem of the tractor is that it will not attract yellow wrecks / wrecks due to the fact that they do not belong to you. And yes, it is impossible to use several tractors for one wreck / cont. The ships that give the range bonus: Orca and Noctis, and more on them a little further.

Extenders

The Cargohold Extender is a very useful module for the agent runner, which also collects loot from wrecks. Although this module is useful for industrial ships (in our opinion - Indians), i.e. for cargo ships. As a matter of fact, it increases the volume of the ship's hold, and this module is divided into both meta and techno levels. Each of the levels has its own percentage of the bonus to the hold. I advise you to immediately download up to t2 version of this module.

Impromodules aka riga

Earlier it was mentioned about some impromodules, they are also called rigs. So these are the modules that are inserted into the ship and give bonuses, although they are disposable, i.e. when the ship is repackaged or lost, these impromodules burn out. They, like wrecks, are divided into three types by size - small, medium and large. Small Salvage Tackle I is the rig for salvaging, although to put it, you will have to learn again. Also, each rig has a T2 version, and what is important is its need for calibrating the ship. Each ship has a certain number of calibration, usually 400 units, for 3 t1 rigs, in fact, behind the eyes, however, t2 rigs require more calibration and it so happens that 3 t2 rigs do not fit well. By the way, all t1 ships have three slots for rigs, but t2 versions of ships have only 2 slots. As for the size, here, as in the case of wrecks - small (Small) - for frigates (Frigates) and destroyers (Destroyers); medium (Medium) - for ships of the classes cruiser (Cruiser), battle cruiser (BattleCruiser) and strategic cruiser (т3 Strategic Cruisers); large (Large) - for ships of the Battleship class (BattleShip) and above.

Lastly

The Noctis-class ships are the debut of Outer Ring Excavations in the highly attractive mass dismantling market. Building on its successful experience with raider-designed gravity grippers on Orca-class ships, as well as the latest advances in dismantling automation, it has released a compact and inexpensive ship for removing valuable equipment from the wrecks.

The modernized version of the successful Primae ship, produced in a small series, served as an ideal platform for placing the new equipment. The most effective use of the onboard systems created by the corporation is facilitated by the fact that the ship was originally created as a dismantling ship and was equipped with modern sensors. The increased visibility of the ships of the Noctis project is more than offset by the amazing performance when dismantling the wrecks.

ORE Industrial Skill Bonus: Tractor Beam and Salvager Work Cycle Reduction - 5% per skill level; increasing the range and speed of tractors - 60% per skill level.

Skill Requirements:
  • Electronics - I
  • Survey - III
  • Mechanic - III
  • Salvaging - V
  • Spaceship Command - III
  • ORE Industrial - I
The Orca ship also has a bonus on the range of tractors, and some capitals.

This article has been compiled with the aim of acquainting beginners with salvaging.

You can discuss this tutorial with us

Salvaging in EVE Online is a thriving New Eden industry. What opportunities does it offer for beginners and seasoned capsuleers? What is lard? In this article, are we telling readers the details of life in outer space?

The basics of the basics - "Salo" and large sums

To salvage means to extract useful components from the wreckage of ships. Unlike loot, which is removed from wrecked ships, like from containers, "tallow" (= materials obtained as a result salvage) must be mined using special modules. You can get both loot and "fat" from the same ship.

Loot can be sold on the market or used as raw material for crafting rigs- improvements for ships. You can play with a competent approach to business for free: salvaging in EVE Online allows you to pay for playing time for ISK's - game currency... Have you wanted to start playing for a long time, but you absolutely do not want to invest money? This is your chance! Try your free trial today!

Speaking of large income with small investments, it is necessary to mention and ninja salvaging... This type of activity is as follows: you fly to the area where the pumped capsuleer performs difficult tasks, and collect "fat" from the ships destroyed by him. So you can save up for PLEX during the trial.

What do you need to salvage in EVE Online?

Salvag in EVE Online is an integral part of the combat pilot's activities, plays an important role in the daily routine of the "miner" and can be an absolutely independent activity, profession.

What should a capsuleer have to salvage in EVE Online?

  • Ship - technically, any destroyer or ship of a higher class is suitable for these purposes, but there are models better adapted to salvaging and even 1 ship specially created for these needs;
  • Modules - a set of equipment;
  • Skills - as in any activity in EVE, your character must at least "be able" to handle the ship and equipment at a basic level, and pumped up skills allow you to increase the chance of success of the operation.

Consider the fit (set of equipment) that you need.

  • Salvager- a module that is directly responsible for the extraction of "lard";
  • Tractor Beam- allows you to "pull" debris and containers closer to the ship. Hint: Not enough room for tasty loot? Throw it into space and drag it with you on a "tractor"!
  • Cap recharger- "battery", which accelerates the process of restoring energy reserves on the ship;
  • Afterburner/Micro warp drive (MWD) - significantly increase the speed of the ship;
  • Cargohold expander- a passive module that expands the hold.

Salvaging in the game EVE Online: hot spots

One of the most pressing questions for a novice pilot: where to salvage?

  • If you are a PVE or PVP pilot - in the same place where you perform combat missions;
  • Miners "collect lard" in asteroid belts in systems with security status 0.9 and below. Pirates Npc regularly organize raids on industrial capsuleers;
  • A lucrative but risky option is to remove components from the "corpses" on the battlefields in zero, where the forces of large corporations collide. Hundreds of ships are destroyed every day in the "meat grinders", and the wreckage remains floating in space.

Salvaging in the game EVE Online is an element of gameplay that contributes to the development of the economy, allows beginners to quickly join the game, become a full-fledged participant in market relations and build a successful "career" in the industrial field.

Try EVE Online and you will see a significant difference with other MMORPGs. Yes, this game is not for a wide circle, but any gamer on this planet is obliged to try it!

When we celebrate the fifteenth anniversary of the virtual world, one thing is clear - nothing can kill it on the spot. If in fifteen years we do not care, if we still include an annual presentation, then we are dealing with a giant - a rare creature that knows a lot not only about life, but also about eternity.

The way Eva worked on herself, no one worked in this genre. I was convinced that this world was going to live forever. And every update, in which plans and mechanics were visible for many years, made her the youngest, most beautiful and most ambitious. This rampage of life culminated in the universe's first big anniversary, the tenth anniversary of EVE Online. Then the inspired CCP released a plan for the next decade. And it was amazing. Maybe a little crazy. But by that time, EVE Online had already implemented so much insane in a good way that I had no doubts about its success. And if suddenly something does not work out for them the first time, these guys will sit down and, not at all embarrassed by mistakes, will redo it.

The aerobatics of EVE Online's game design was also in the fact that any mechanic somehow worked with the entire game space, simply because of the nature of an open and unified world. Everything concerned everything. Yes. This is hard. But every good decision that was embedded in the body of the game made the whole structure stronger. A mutation was taking place.

Mutation is not necessarily a bad thing. Mutation simply means things won't be the same.

One of my favorite stories is the Apocrypha update. An absolutely stunning mutation of the familiar body of Eva, in which there was a place for a completely new type of modular ships, a fundamentally new collective PvE content with much more formidable and clever opponents - Sleepers, the long-awaited for many "space without locale", but most importantly, it found a place for an unknown, changeable, mysterious cosmos. The apocrypha made Eve hundreds of times larger. He pierced the known space with unknown paths - opening and closing wormholes. It was a pure design triumph, proving that everything is possible in the virtual world. And for this it is not necessary to destroy the already existing one. You can mutate, develop, change. This is the essence of any long-term gaming service.

After that, how could you not believe in the plan for the second decade? Moreover, after we learned about the essence of these plans, the only question that remained with me personally was: "How could it be otherwise?" How else can the sandbox really evolve, if not according to CCP's plan for the second decade? After all, this was the genius of the team - they could offer something that did not occur to you, like with the Apocrypha. But when these people shared ideas, you jumped in delight - well, exactly!

On the tenth anniversary of the game, the horizons of a mega-sandbox stretched out before us - a new space where players had to build a gate on their own. In this space, a new level of freedom and responsibility for the result awaited us - the players had to build the entire infrastructure there from scratch. Recreate familiar and seemingly immutable objects anew, connect planetary systems with gates, set up stations and other objects. We were not aware of many details and living conditions in this space, but the essence and perspective were clear. And they were delighted. In the tenth year of the life of this MMO, I was not in nostalgia for the lost, but in an enthusiastic expectation of the future over the next ten years, with a more than positive attitude towards the present. What other MMO could boast of this? And this is how any gaming service should be.

It didn't matter how far from us this dream came true. It was important that every day brings us closer to her.

The outlined plan began to be actively implemented. Each of the very generalized points in the diagram flourished with ingenious detail. The Rubicon add-on not only made the first step in transferring control over NPC infrastructure objects into the hands of the players (we are talking about orbital customs), but also introduced into the game the so-called "ghost locations" in which players began to find blueprints of strange objects. The puzzle started.

Then we saw a very competent reworking of the scientific and production part of the game, which caused only applause. This was the first point of the plan: "Industry, Science, Teams". Then - a total overhaul of the system of sovereignty, coupled with jumping fatigue. Item "Sovereignty & Warfare". Opinions are divided here, but I still rate the proposed mechanics very highly. As for the reaction of the players, it is difficult to expect a positive reaction to such drastic changes from those who have perfectly mastered the necessary techniques in the previous system of the struggle for sovereignty. Especially if we take into account the fact that the vulnerability windows of the structures did not allow now to impose a battle on the owners at an inconvenient time, and jumping fatigue did not allow to use the accumulated force pointwise in an unattainable volume for others. And finally, the item "Station, Outpost and Starbases". The new structures and their very mechanics are another example of very high-quality game design and controlled mutation aerobatics.


Three of the three outlined points were not only implemented well - they were examples of a very cool design, which I personally still consider to be the standard of how to change the living virtual world. Of the five planned items, the two most simple ones remained to be implemented: "Corps and Alliances" and "Stargate Construction and Control". The creation of the gate for Eve and her mechanic was generally a mechanical step, moreover, it was already partially implemented through blueprints, and the system of corporations and alliances was so outdated and still in such a rudimentary state that there was endless scope for designers here. I had no doubts that we are on the home stretch.

And then there was a failure. I do not know what was going on inside this organism. But from the outside it looked like this. First, the team spent a whole year reworking the monetization component in order to implement alpha and omega access to the game instead of a subscription. After this year, there were no major updates to the mechanics either. At the last fanfest, we were just very casually informed that they had not forgotten the ten-year plan. Yesterday, a year later, they did not remember the plan to enter a new space at all. Instead, we were presented with the mechanics of single-player PvE instances, the whole debate around which is about anything, just not about the fact that in the most ambitious sandbox, in the most ambitious MMO, we are offered a fifteen-minute single-player arcade game, completely forgetting about the big plan, tomorrow day and, it seems, at the same time about what an MMO is.


Let me tell you what this is about. The game introduces new locations - Abyssal Space, which can only be entered by one pilot only on a cruiser-class ship. There are literally several "rooms" waiting for you inside, which you need to walk through for a while (approximately 15-20 minutes) and have time to leave this space. If you do not have time to do this, your ship and all the loot will be lost.


Inside you can get blueprints and knowledge of managing a new line of ships of a new race, represented by the classes frigate, cruiser, battleship. These ships will have a unique weapon - the disintegrator. The essence of his work is that each next shot is stronger than the previous one.

But the main prey of this attraction will be “mutaplasmids”, or, to put it simply, “sharpening” for modules.


Applying a mutaplasmid to a module does not guarantee success. This is a classic game of luck roulette. If you are unlucky at all, all equipment specifications will be downgraded. The average result is when some of the characteristics will increase, and some will decrease. What is completely sad - we were shown a module in which all the characteristics of the equipment were increased. And we know how human psychology works - only such options will be considered "success".

After a long work with the "tiercide", in which the authors of EVE Online removed tons of unnecessary equipment to simplify the perception of ship configuration, we see a completely reverse move - a flood of the module line with an unpredictable variety of options that most likely cannot be traded through the market - only through contracts ... However, all this inconsistency should not be surprised - we are reaping the fruits of completely different game design incentives.

That is why further assurances from CCP_Seagull about where CCP EVE Online wants to move sound not only as abstract as possible, but also absurd in the context of the most recent innovation.


It is difficult not only to talk seriously about the balance in the context of tons of new modules with different characteristics and the appearance of a fundamentally new type of weaponry, but also not to laugh at the slogan "Develop the Sandbox" after the announcement of single attractions.

It has been hinted to us that this space will be used to experiment with new gaming experiences, but I, you will excuse me, refuse to believe that. The thing is that Eve has always been a game perceived "from the general to the particular." When we are shown the most exciting video with a large-scale battle, someone always says that this does not happen in the game. And every time I realize that this person did not understand Eve, and the IMO in general.

When you find yourself in the middle of a lagging battlefield with the most distant camera, your adrenaline level will still go off scale like no other movie show. If you find yourself on this battlefield for a reason. When the teamspeak will tell you the names of alliances or corporations that have come to you or the enemy to help you, whole book plots will flash in your head. Before this battle, you have to blaze your own path through many days, months, and sometimes years.

Because MMOs mature for months, years, decades. And no fifteen-minute attraction can replace this.

Until recently, my favorite MMO developers understood this.


But even if now the authors of EVE Online are mistaken, or deliberately decided to take a different path, for Eve this is just another mutation. The new mutation will not be able to kill or bury the game. She will not be able to cross out these fifteen years. Will not be able to undo everything that has already been done. Before us is a giant. Even today we have an example of how to make real MMOs.