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A-12 Miners Guide to the Galaxy; A Guide for Survival and Profit in the Vast Universe of EVE Online.

Written by: Fraszoid, Deep Core Mining Inc.

Table of contents
1. Version History
2. Introduction
3. Skills
4. Large Scale Mining Operations
5. Corporations
6. Solo Mining in Risky Territory
7. Even Larger Scale Mining Operations
8. Mining Laser Derivatives
9. Equipping your Ship, and Tactics for the Equipped Ship
10. Group Mining
11. Ores to Mine
12. Ice Mining
13. Mining Barges
14. Other ships to use to mine
15. Industrial Ships
16. Trading
17. Refining
18. Selling Ore
19. Other Ways to Make Money
20. Manufacturing
21. Research (By Thor007)
22. Drones
23. Corporate Management
24. Managing Multiple Corporations
25. Corporate Mining and Incentive Systems
26. War
27. Death
28. Neural Implants
29. Deep Space Complexes
30. Weapons
31. Building your first combat ship
32. Fighting NPC Pirates
33. Elaboration on skills
34. Fighting Players
35. Ethical Issues
36. Market Conditions (as of November 18, 2005)
37. FAQ
38. Credits
39. Contact Information

NOTE: This guide was written during Cold War, so I am still in the process of
updating for Red Moon Rising. Any feedback, suggestions, questions, comments
would be greatly appreciated, and helpful in getting it updated. If I have
missed some detail or something changed, let me know and I will correct it.
Enjoy.

1. Version History
1.13 December 17, 2005. After many problems in real life with playing and
going to school, I finally got everything organized, so I can work on writing
this guide. RMR is released, so there will be more updates as I learn more. I
also lost another corp, so if you need to find me, message me anytime, and
I’ll do my best to get back to you.
1.12 November 28, 2005. Added more material, and edited some more.
1.11 October 25, 2005. Made some small changes, and formed a new corp with
some friends. If you are interested in joining, we are “Crimson Dragons”.
1.10 October 17, 2005. Added a new section on Drones by Amarrian Android of
Diamond Dogs. He was kind enough to let me use his guide in mine.
1.09 October 11, 2005. Added info on ninja mining tactics, and added info on
Commorant use for mining.
1.08 October 7, 2005. Added an FAQ section after having a rather productive
chat about being a CEO and basic Corp stuff.
1.07 October 5, 2005. Made some adjustments to “Building your first combat
ship” layout. I finally got the skills to fly my Ferox, and realized some
errors. They have been fixed, and the setup modified accordingly.
1.06 September 28, 2005. Made some revisions, and numbered the headings.
1.05 September 27, 2005. Added Deep Space Complexes, Weapons, and Building
your first combat ship. Made other minor changes, and updates.
1.04 September 20, 2005. Did some major reformatting to make the content
easier to read and improved the table of contents.
1.03 September 16, 2005. Added cost per unit ratios for ores, how to use
clones, neural implants, and my opinion on market conditions.
1.02 September 15, 2005. Made some changes to the ore table to make it fit,
and made some minor revisions.
1.01 September 14, 2005. Made some small capitalization and corrections to
names of ships, equipment, and skills. Added some words and substituted
others to improve sentence structure, and readability.
1.0 September 13, 2005. My first attempt at making a players guide. I started
on this working off and on in June, and spent about 2 weeks of concerted work
to make this first version.

2. Introduction
The Miners Guide to the Galaxy, the most comprehensive book I have
written on the Subject of mining resources for profit. This book contains
information on minerals to mine, where you can find them, dangers in the
places you find them, where to sell them, market prices, refining yield,
skills for mining, ships for mining, equipment and drones for mining, and
more mining related stuff.
This first edition focuses on the Caldari point of view, starting in
the system of Amsen. When you begin you are in space and have to do the
tutorial. After that is done you come out with an Ibis Frigate, Basic Mining
Laser, Civilian Rail Gun, and Civilian Shield Booster. That equipment will
serve for a while in keeping you safe, and able to run when things get risky.
To start, warp over to any asteroid field, and look for Condensed
Scordite, and mine it. In case you didn't really pay attention to the
tutorial, click on the asteroid, in the top right hand corner there is the
information on the currently selected target, click on the cross hairs to
lock the asteroid into the targeting system, click the approach button, then
click on the Mining Laser at the bottom centre, to the right of the ship
shield meter. If at first the Mining Laser does not fire, wait a few seconds
and try again, you need to be within 10,000 metres for mine an asteroid. Once
the laser fires just sit and wait for your cargo hold to fill up. Once it is
full, the laser will automatically deactivate, and you will get a message
telling you your cargo hold is full, and excess ore has been ejected. You
have just mined your first load of Scordite. Now warp to the station and
dock.
Once inside, right click on you ship, and select open cargo hold. On
the left side of the screen, there is a bar of different submenus and
features, at the bottom there is one that is items, click to open it. Drag
your newly mined Scordite into the items box. Now on the right had side you
have the station operation features, in the top row you have Medical, Repair,
Refine and Manufacture, click on refine. Now a new menu pops up, and lists
all the things you can refine. Click on the Scordite, and select process.
This will take 333 units of ore and refine it in to more valuable minerals
for sale. Just leave the minerals in the hangar, and go mine a few more
loads.
Once you have a good amount of refined minerals in storage, right click
on the Tritanium, and select sell. A box will pop up, and give you a selling
price this should be around 2 ISK per unit, and around 25% below the regional
average. Unfortunately being a small time miner sucks and you just have to
live with it until traveling become more feasible. On the upside, Tritanium
by virtue of it being so plentiful, is naturally low priced, the price is
more of less constant. So unless you have an Industrial Ship, hauling
Tritanium is not overly very profitable compared to other minerals so it’s
best to sell at the station for now. Do the same to sell the Pyerite.
Once you have enough money, purchase a Bantam Frigate, and 2 Mining
Laser I. On the left side second button from the bottom is ships, click on
it. In pop up window, there will be your Ibis, and your newly purchased
Bantam. Right click on the Bantam, and select assemble. Now your Bantam is
ready to use. Click on fittings on the right hand station service options. A
window comes down showing all the equipment on your ship. Right click on the
fitted items, and select unfit from the bottom of the pop up menu. When your
Ibis is stripped of equipment, right click on your Bantam in storage, and
select make active. You are now in your shiny new Bantam. Click on fittings,
and open your item storage. Right click on the Mining Laser I, and select fit
to active ship, repeat with the second Mining Laser I, and the Civilian
Shield Booster. If you can't fit the second Mining Laser I due to
insufficient CPU or power on the ship, try the Basic Mining Laser. If you
can't fit the Civilian Shield Booster, don't worry you are safe mining in
Amsen.
With the Bantam equipped, and ready to go, undock, and mine a few loads
of ore. Once you have a fair bit of refined minerals, load your ship with
some, right click the ore in your ship cargo hold, and select market
information. This will give you the market prices for the currently selected
item, in this case the ore. In the top left corner, there is a pull down menu
that will say either station, solar system or region. Select region, and look
at the lower half of the screen, this is the buyer section of the market
interface. This is a list of all the people buying a select resource in the
selected area. Click the price heading to organize the buyers by price from
highest to lowest. When you find a price that looks good, right click on that
person, make a note the station, and select set destination. Make sure the
jumps required is not 1,000,000 (this may have been fixed, I’m waiting on
confirmation for that) that usually is impossible to reach with certain
autopilot settings, so keep it around 5 or 6 at most, any farther and it gets
a bit dangerous to travel with out Insurance. Also check that the quantity
wanted is a good amount, about the amount you are hauling or more, it’s no
good to travel 5 systems to sell Tritanium for 50 ISK, if they are only
buying 3 units. Once you are sure of your cargo and the destination, undock,
and activate the autopilot.
Now just sit back, and wait for the autopilot to arrive in the
destination system. Next just warp and dock with the station where the buyer
is at. Once there, move the cargo into the hangar storage and select sell.
Make sure the deal is the one you wanted, or you may end up selling for less
than you planned on. Now being a good distance from Amsen, assuming the
security level of the system you are in is .8, you can mine here. Undock from
the station, and warp to an asteroid field. With a bit of luck you will now
have Pyroxeres and Plagioclase to mine. They are more valuable as they refine
into more minerals. Just keep refining the ore, and build up a nice stock
pile of money.

3. Skills
I can't remember if skills are covered in the tutorial, but I’m
including the basics on how to make money mining, and I have included a
section on skills. In order to make money by mining, you need to be skilled
at mining and the related skills. First rule of thumb, always be training a
skill. Time is the one thing that makes everyone equal; always try to train
something when you are off line, even if it is something you may never use,
and takes forever to train. I never thought I would ever use electronics but
I trained it and now my ships can hold better equipment. Skills can take as
little as 15 minutes to a week to a month (or two) to train.
Being a miner, naturally mining is a very important skill to possess,
train your Mining skill to level 5 if possible, but that may take about 2
weeks, so don't think you have to do it all at once. Skills for the most part
train fast for the first 2 levels, a bit slower for levels 3 and 4, and 5
will take the longest. For all intensive purposes, unless you need that last
level, training your skills to level 4 is a good start. First skill you
should get is not mining, but Caldari Frigate Level 2. This will allow you to
get the Bantam which is a very good small scale mining ship. Once you have
that, the next ships you should get are the Caldari Cruiser Osprey, and
Caldari Industrial Ships Badger I and later Badger II. To get the Osprey you
need Caldari Frigate Level 4 to get Cruiser 1, and Spaceship Command 3. To
get the Industrial Ship Badger you need Caldari Frigate Level 3, to get
Caldari Industrial 1, and Caldari Industrial 3 for Badger II. Next get
Anchoring 1.
If getting an Osprey is a bit of a jump for you, getting the destroyer
Commorant is another middle step you could take. Once you have Caldari
Frigate 3, you can train Destroyer 1, so you can utilize a Commorant. I know
from experience that the Commorant can be a bit tricky to fit, I had 3 Mining
Laser II’s running, and the Capacitor could not keep up, causing one to
always shut off after its mining cycle. CPU is another thing to be desired,
and can be remedied with many co-processors, and reactor management controls
are also useful for generating enough power to run everything. If you can fit
some Railguns on it, that would be useful for fighting pirates you may
encounter. With the Commorant, you get a 7.5% bonus to small hybrid turret
damage, and -25% firing rate, so exercise a bit of caution when fighting with
it.
This combination will set you up for small to medium scale solo mining
operations. After you have attained those skills, further study into Mining,
Refining, and Trade will increase your profits. Later you will find that
skills will begin to take longer to train to the higher levels, this is
easily dealt with by training Analytical Memory and Instant Recall Skills.
They will increase your Intelligence and Memory Attributes respectively, thus
decreasing the required training time for skills. Learning is another skill
that will decrease training time by 2% per level. Once you are ready to move
onto mining again, work towards Science 4, and Astrogeology 5, so you can get
Deep Core Mining Lasers. They will enable you to use Mining Crystals to mine
faster and mine the valuable ore, Mercoxcite.
Once you have that, get Caldari Cruiser level 5 with level 5 in Mining,
Astrogeology, and Caldari Cruiser, you will mine with a 321.5% bonus to ore
yield. When using Mining Laser IIs, that is 187.5 m3 per laser per minute.
That will turn an Osprey equipped with 3 Mining Laser IIs into the most
effective mining ship, next to the Mining Barge, Covetor. To maximize
efficiency, train targeting to level 2, so you can track 4 targets
simultaneously.

4. Large Scale Mining Operations
Once you have the Osprey, and Badger you can start to really make money
by yourself. First you need to get a Giant Secure Container, and load it in
the Badger. Next warp to an Asteroid Field, and place it in range of the
desired resources. For whatever reason, you can't place is within 5,000m of
Veldspar, so you just have to live with that fact. Bookmark the location of
the container, and warp back to get your Osprey.
Equip the Osprey with the best Mining Lasers you have, and warp to the
container. Pull up next to the container and right click to open it, an open
your ships cargo hold. Lock on to any asteroid, and begin mining with all the
Mining Lasers you have. When some ore appears in the ship cargo hold, drag it
into the container. Repeat until the container is full. Right click, anchor
the can and assign a password to the container to prevent people from
stealing the ore.
Warp back and get the Badger, then warp to the container. Empty the
contents into the badger, the back to the station where you can refine and
sell everything. This will make lots of money and allow you to quickly recoup
the cost of setting this up. Also with the large capacity of the Badger it
becomes feasible to travel a bit to sell your refined ores for more than the
station is offering.

5. Corporations
What better way to make money than have others help you in doing it.
The more dangerous the system, the more valuable the ore, and the higher
price people will pay. This can be done by yourself, but you need to equip
your self with weapons, and be prepared for a bit of a fight.
The lower the security level, the more pirates there will be, and there
will also be players hunting. You are relatively safe from hunters in sectors
above .5 as CONCORD will attack these players if they try to attack a player
or even enter the system in some cases.
Corporations are full of money, expertise and best of all equipment.
They have skill books, ship blue prints, ship fittings, weapons, ammo, and
much more. If one offers you to join, look at their goals, question them,
then join, or message Fraszoid in game, and he will gladly accept you in to
his Corporation (currently I am in Crimson Dragon’s, message me if you wish
to join). With a Mining Skill as high as this, you become part of the life
blood of a corporation, and attain a fairly high importance, as not everyone
opts to be a miner.
Many corporations require lots of minerals to build equipment like
ships, and maintain player owned stations. Player owned stations are very
profitable, but require a lot of resources to build and maintain. If you do
not wish to join a corporation, it is always a good idea to make friends with
a corporation in the area you operate in. Having a friendly corporation can
offer you the opportunity to mine in relative safety.

6. Solo Mining in Risky Territory
When you leave the safety of .8 space, you will begin to encounter NPC
Pirates in the asteroid fields you will be mining. This is the risky
territory, as being ill prepared to fight or run could be costly.
To effectively mine in risky territory, you need a fair weapon bank and
some shield modifications. The Osprey Cruiser, though mostly used for its
mining bonuses, is a fully functional Cruiser, and can be a nice starting
combat ship.
When in the Osprey for solo mining in risky territory you need a shield
booster, and missile launcher. Always keep the missile launcher equipped and
loaded, and some missiles in the cargo hold, just in case a pirate arrives
and decides to annoy you.
In more dangerous territory, carry 2 missile launchers more missiles
and some shield boosters equipped. On the Badger, also have a missile
launcher and good sized rail gun with some charges, or a Civilian Rail Gun
for defensive fire, and shield boosters to retrieve the container contents.
If it is really dangerous, like .4 and lower, equip your ship for
combat. Take the Osprey with 2 rail guns, 1 missile launcher, 1 mining laser,
energy capacitor enhancements, shield boosters and enough ammo to fight for a
bit. Fill the ship cargo hold and warp to the nearest station to sell the
ore.
If you are going to mine “under the radar’ you should use the tactic of
ninja mining. The premise of this is to take a ship, mine, and leave before
trouble shows up. This leaves no trace of you being there, other than any
cargo leftover from the pirates you may have killed, but that isn’t directly
linked to you. When your cargo hold is full, you can either warp to a piece
of space in the middle of nowhere, where you can store it in containers, or
to a station. If trouble like a player warps in to the system, you then warp
to your chosen safe spot or station to hide in safety, warp stabilizers are
also very useful for escaping.
If you are in a corporation, then see if you can get one of your
friends in a Cruiser to go ahead and secure the area for you, then fill a
container and take the Badger to pick up, armed with some weapons of course.

7. Even Larger Scale Mining Operations
If you are really skilled at mining and want a purpose build ship for
that, get the ore mining barge. It can use the strip miner component which is
the fastest mining component available at 560 units at a time, although the
capacity isn't as large as the badger. In secure areas this is a good choice
for chewing up asteroids and getting ore quickly. For efficiency purposes,
wait until you have the skills for the Covetor, the largest mining barge of
all. I have heard reports that it can fill a 27500m3 can in 25 minutes, or
about 1100m3 per minute. The down side is the strip miners required operate
in 3 minute cycles.

8. Mining Laser Derivatives
Aside from the regular abilities of mining lasers, there are also ice
mining lasers, strip miners, deep core miners, modulated, and the other
types. Also a nice side note, these numbers are the base amounts, and will be
higher when you actually equip them, because the skills needed also enhance
the modules performance.
Mining lasers are the basic, low cost, easy to use laser that is the
backbone of mining operations. They may not be the fastest but they work.
There are many other basic types, but I have yet to test them to give an
objective review of them.
Mining laser I is the first piece of equipment you should get if you
can. It mines 40m3 per minute, and is more efficient than the basic mining
laser.
Mining laser II is the next step, and faster. It mines 60m3 per minute,
and requires Mining 4. Deep Core Mining Lasers are the most advanced lasers,
and the most efficient beside the strip miners, if they have Mining
Crystals loaded. They mine 120m3 per 3 minutes making them as effective as a
Miner I, mining crystals increase the output to 195m3 every 3 minutes with a
Tech 1 Crystal (70m3 per minute) or 210m3 every 3 minutes (70m3 per minute)
with a Tech 2 Crystal, not taking into account skills. To use Deep Core
Miners, you need Mining 5, Astrogeology 5, Science 4, and Deep Core Mining 1.
Deep core mining lasers allow you to mine Mercoxcit, which is very valuable
and hard to get.
Finally the largest mining laser is the strip miner, they only fit on
mining barges, as strip miners use 98% less CPU when equipped on a mining
barge. It is possible to fit them in any ship you can get 3000cpu out of.
Finally there is the ice miner for mining barges, it is required to mine ice
asteroids, which takes a while from what I have heard. Now they have also
released a Modulated Deep Core Strip Miner that can use Mercoxit Crystals,
and mine Mercoxit. These, like Deep Core Miners, don’t have the most yield,
but can be useful with the proper crystals.
In application with an Osprey, your best bet are to stick with Mining
Laser II, and train up your Mining, and Astrogeology skills to level 5, and
Cruiser to level 4. Next get Refining to level 5, and Refinery Efficiency to
level 3. Next train Metallurgy to level 3, and train a specific ore refining
skill (eg. Pyroxeres or what you mine) to level 3, now you can use mining
crystals. Train Deep Core Mining to level 2, and use the Modulated Deep Core
Miners II on your Osprey. That increase will be 28m3 per minute with Tech 1
Crystals, and 84.375m3 per minute with Tech 2 Crystals.

9. Equipping your Ship, and Tactics for the Equipped Ship
The proper equipment is what makes a ship live or die in the world of
EVE. Until you have an Osprey Cruiser, and cruiser weapon skills (medium
sized weapons and ammo) you should stay in safe area, and mine with help to
keep pirates at bay.
If you have a Frigate like the Bantam, equip 2 Mining Lasers, a shield
booster, and anything else you like that fits. You will mostly be mining in
safe space with other people, so weapons are not needed. If you have a Badger
Industrial Ship, 2 Cargo Expanders, shield boosters, Afterburner or Micro
Warp Drive once you have the skills to use them. Any other slots left open
fill with what you like, extra capacitor boosters, CPUs, reactor management,
etc.
Once you have an Osprey, it becomes feasible to mine in lower security
space. For that you need 3 Mining Lasers, the best you can get, 1 Small
Shield Booster, 1 Ore Scanner, 1 Afterburner, 1 Standard Missile Launcher and
about 300 Light Missiles (I find the Piranha Light Missiles to be very
effective) , 1 Capacitor recharger, and 3 CPU enhancers. This setup will
allow you to take some fire from low level pirates, and hopefully destroy
them. Drones are also very valuable if you can use them.
The tactic when using this is to lock on to the pirates and fire the
Light Missiles, and use the shield generator to keep your shields up. If you
are not comfortable taking hits, use it to warp out. If you can use drones,
equip as many as you can handle of either offensive or mining. If you are
solo mining, offensive drones are best for safety. If you fancy some light
combat, the Osprey is a nice dual purpose ship, it was after all designed to
be a Cruiser. I use 2 150mm Rail Guns, and 2 Light Missile Launchers for
combat. This along with the Afterburner, Small Shield booster, Small Hull
Repairer, Small Armour Repairer, and 2 Reactor Diagnostics, and the Capacitor
Recharger, you have a decent combat ship.
It operates better with Medium Rails as it has a 10% better range with
Medium Hybrid Turrets, but the Small Rails have yet to fail me under
reasonable circumstances. When combat heats up, use the Shield Booster to
keep your shields up, and if your shields fall, also use the Armour Repairer
to keep the armour up. If you have to revert to using the Hull Repairer, or
think you might while in battle, run.
The Hull Repairer is only there to keep your ship in tip top condition
as it repairs 24 hull every 24 seconds. In that time you could be blown up
many times over. Even if you are not a big fan of repairing in battle, keep
some in you hangar, after all repair bills can add up. The Armour Repairers
are worth their weight in Nocxium, they have saved me many times.
One time the enemy took out my shield, and no amount of Shield Boosting
could keep them up. The only thing that kept me alive was the Armour Repairer
I had. It kept me at 80% armour through the whole battle, and I only took 3
damage to my hull. If you are mining, and the pirates are too much to handle,
warp back to your station, and grab your weapons and ammo. Most pirates will
fall to this tactic, or as has happened to me, just warp away by time you get
back. If you have friends of allies in the system, shout for help, odds are
someone will take care of them for you.

10. Group Mining
Eventually there comes a time where you will make friends or join a
corp, or find a group of people to mine with. A properly organized group
mining party can be the most efficient and safest way to get rare minerals in
very dangerous areas. The more the merrier, and organization is key. It is
best to plan in advance, scout out the location, and check for player pirate
activity.
Player pirates are the most evil beings in the EVE universe. They have
no remorse, no ethics, no morals, and no mercy. Luckily they travel in pairs,
so the initial attack will not be able to eliminate everyone. However,
reinforcements could be very close behind. This further underscores the need
to effective planning and organization.
There must be one leader, and everyone must trust this leader. You will
need guards with ships designed for heavy attack, that are well equipped, and
mining ships with combat drones. If you are worried about not having enough
fire power, have the miners use combat ships with a few mining lasers on
them, even an Apocalypse can be quiet the effective mining ship. Haulers are
needed to get the ore from the asteroid belt to a station or other collection
point. The haulers should be equipped with Cargo Expanders, Afterburners or
Micro Warp Drives, and Warp Core Stabilizers. This will make for fast ships
to get out with lots of ore, should a problem arise.
There should be a list of minerals to get, and the priority they should
be gotten. It wouldn’t be very good spending a week planning a mining trip to
come back with tonnes of Veldspar. Usually the 3 most valuable minerals are
chosen, and grabbed in order of highest value to lowest value. You should
always have someone monitoring the local chat channel to see if anyone warps
in. If someone comes, they are to check and alert the leader and others to be
aware. Only after the leader of the trip has examined the person, and
determined they are a threat or not should the evacuation order be given.
Here is where organization comes in to play, you should have an
evacuation procedure established, and make sure that everyone knows it.
Varying levels are good, like one for fill your hold and run to a station,
just run to a station, or run for safety, all depending on the situation.
Proper execution of this can save a lot of ships and money. Also if loss of
ship does result, the leader is financially liable, as he is most likely the
one who planned it.

11. Ores to Mine
There are many ore types to mine, 16 different types, each in 3
different purities, and ice with 12 different types. The most common you will
encounter are; Veldspar, Scordite, Plagioclase, and Pyroxeres in sectors .5
and above. Some systems have Kernite or Jaspet (so I’ve heard) in them, but
they are usually stripped by other corps leaving only small scraps if
anything. They are found everywhere, except ice asteroid fields.
More rare types such as Arkonor, Bistot, Spodumain, Crokite, Dark
Ochre, Kernite, Gneiss, Omber, Hedbeggite, Hemorphite, Jaspet, and Mercoxit
are less common, usually found in sectors .4 and below, and 0.0 space. In the
case of Mercoxit, Deep Core Mining Lasers must be used, and a Mercoxit
Crystal for optimal performance.
For safe mining, the common ores, and some ice can be found in systems
as high as .8, but like most things, the real money is in lower security
mining. Each ore refines into different minerals and different amounts of
each. The following table outline each ore and the minerals it refines into;
Legend; Trit- Tritanium, Pye- Pyrite, Iso- Isogen, Mex- Mexallon, Nox-
Nocxium, Zyd- Zydrine, Mor- Morphite, Mega- Megacyte

Veldspar 1000 Trit Concentrated 1050 Trit Dense 1100 Trit

Scordite 833 Trit Condensed 875 Trit Massive 916 Trit
416 Pye 437 Pye 458 Pye

Plagioclase 256 Trit Azure 269 Trit Rich 282 Trit
512 Pye 538 Pye 563 Pye
256 Mex 269 Mex 282 Mex

Pyroxeres 844 Trit Solid 866 Trit Viscous 928 Trit
59 Pye 62 Pye 65 Pye
120 Mex 126 Mex 132 Mex
11 Nox 12 Nox 12 Nox

Arkonor 300 Trit Crimson 315 Trit Prime 330 Trit
166 Zyd 174 Zyd 183 Zyd
333 Mega 350 Mega 366 Mega

Bistot 170 Pye Triclinic 179 Pye Monoclinic 187 Pye
341 Zyd 358 Zyd 375 Zyd
170 Mega 179 Mega 187 Mega

Spodumain 700 Trit Bright 735 Trit Gleaming 770 Trit
140 Pye 147 Pye 154 Pye
140 Mega 147 Mega 154 Mega

Corokite 331 Trit Sharp 348 Trit Crystaline 364 Trit
331 Nox 348 Nox 348 Nox

Dark Ochre 250 Trit Onyx 263 Trit Obsidian 275 Trit
500 Nox 520 Nox 550 Nox
250 Zyd 263 Zyd 275 Zyd

Kernite 386 Trit Luminous 405 Trit Fiery 425 Trit
773 Mex 812 Mex 850 Mex
386 Iso 405 Iso 425 Iso

Gneiss 171 Trit Iridesent 180 Trit Prismatic 188 Trit
171 Mex 180 Mex 180 Mex
343 Iso 360 Iso 377 Iso
171 Zyd 180 Zyd 188 Zyd

Omber 307 Trit Silvery 322 Trit Golden 338 Trit
123 Pye 129 Pye 135 Trit
307 Iso 322 Iso 338 Iso

Hedbergite 708 Iso Vitric 743 Iso Glazed 779 Iso
354 Nox 372 Nox 389 Nox
32 Zyd 34 Zyd 35 Zyd

Hemophite 212 Trit Vivid 223 Trit Radiant 233 Trit
212 Iso 223 Iso 233 Iso
424 Nox 445 Nox 466 Nox
28 Zyd 29 Zyd 31 Zyd

Jaspet 259 Trit Pure 272 Trit Pristine 285 Trit
259 Pye 272 Pye 285 Pye
518 Mex 544 Mex 570 Mex
259 Nox 272 Nox 285 Nox
8 Zyd 8 Zyd 9 Zyd

Mercoxit 530 Mor Magma 558 Mor Vitirous 583 Mor

The values for these ores are as follows;
Veldspar 6.01 6.31 6.61
Scordite 15.00 15.75 16.50
Plagioclase 38.44 40.39 42.32
Pyroxeres 5.07 5.20 5.57
Arkonor 15,372.40 16,152.23 16,901.52
Bistot 10,523.22 11,069.36 11,574.50
Spodumain 4,597.60 4,827.48 5,057.36
Crokite 6,207.30 6,517.34 6,825.33
Dark Ochre 1,943.75 2,043.55 2,138.13
Kernite 187.29 196.59 206.13
Gneiss 1,015.21 1,068.30 1,116.10
Omber 81.79 85.78 90.04
Hedbergite 677.12 712.85 743.64
Hemophite 606.00 634.53 666.97
Jaspet 336.89 352.13 371.53
Mercoxit 69,468.16 73,007.10 76,414.98
These values and yields of the ores are based upon the information available
from the EVE Item Database. Ore yields are based upon a 100% refinery
efficiency of the ore, and high standing with the station so they take 0% of
the materials refined, and per the amount needed to refine. The values are
based upon the prices in the EVE Item Database for the minerals. They were
calculated by dividing the total value of the minerals, by the amount of ore
needed to refine it. Values are expressed as ISK/Unit of ore.

12. Ice Mining
Ice is likely the most valuable thing you can mine in safe space, but
the skills, equipment, and time required are the barrier that separate miners
from ice miners. To mine Ice you need a mining barge, ice miners, and ice
harvesting. The skills are fairly redundant, as you will only need to train
ice harvesting once you have a barge. Refining is another story, you need ice
refining to refine the ice, and get the valuable isotopes, liquid ozone,
heavy water, and Strontium Clathorates. These are all needed to fuel a POS,
and Strontium Clathorates are used to put a POS in reinforced mode, and Siege
mode for a dreadnaught. To once you have the skills and equipment, you can
mine ice. That is just like mining ore, but with a few subtle differences;
each piece of ice is 1000m3, and takes 10 minutes to mine one piece. If you
train Ice Harvesting you can reduce the mining time by 5% per level. With a
Tech 2 ice miner the time is 400 seconds, but with ice harvesting 5 it only
takes 5 minutes to mine 1000m3 of ice. There are 12 types of ice, each with
different amounts of isotopes and other ice products.

13. Mining Barges
Mining barges are the largest things that extract ore from asteroids,
and they are powerful. But to control their immense power, you need to have a
lot of skills. Level 5 Mining, Astrogeology, Industry, Level 4 Science, and
Level 3 Mining Barge before they start to be worth the massive investment
required.
The first barge in the Procurer, the smallest ships that only mines. It
can hold 1 strip miner, which mines 540m3 of ore every 3 minutes. For the
investment, you are best to hold off and wait for the retriever. The
Retriever is the medium barge, and where the investments start to payoff.
With 2 strip miners that is 360m3 per minute, with skills that is 613.125m3
per minute, which is better than a flying a fully trained Osprey with
Modulated Deep Core Miner II’s and Tech 1 mining crystals.
The covetor is the largest mining barge with 3 high slots. This can
mine 970.3125 m3 per minute, far in excess of the next best Battleship used
for mining. Add in a drone bay full of harvester drones, and that is an
additional 375m3 per minute for a total of 1345m3 per minute.
To equip these ships to their potential, you need Modulated Strip Miner
II’s, these are not cheap by any means and tech 2 mining crystals which take
a lot of training to use. In my 3 region search, I found the least expensive
strip miner II’s were 15 million each. That means for a Covetor, you will
require 30 million for the ship, 45 million for the strip miners, and then
other modifications. This means you are a flying 75 million ISK target with
neon signs that say “shoot here”. Once equipped you will be able to mine ore
at a rate of 1132m3 per minute, if you are using the proper mining crystal.
In unsafe space, you are not at risk of dieing, you are dead, which
further underlines the need to be able to regenerate you ship, and utilize
lots of combat drones for defence. An Afterburner or Micro Warp Drive will be
helpful getting out of tough situations, and making travel more bearable. The
downside to using a Mining Barge is it cannot utilize Mercoxit Mining
Crystals, as it is not capable of deep core mining, because the required
components don’t fit. On the other hand, it is the only ship capable of
mining ice, which is used for POS fuel, and is very valuable.
Now there are Tech 2 Barges called Exhumers. These are like their Tech
1 counterparts, but with more abilities, strength, resitances, cargo
capacity, and fitting slots. The Exhumers skill requires barge 5 to train.
The T2 Procurer is called Skiff. It is deisgned to mine mercoxit, and
gets a flat bonus of 70% increase to Mercoxit yield, and 20% less chance of a
damaging gas cloud forming per exhumer level. It requires exhumers 1.
The T2 Retirever is the Mackinac. It is a ice miner, and gets a flat
40% reduction to ice miner duration, and an additional 3% reduction to ice
miner duration per exhumer level. It requires Exhumers 2.
The T2 Covetor is the Hulk, the largest mining barge in the game. It is
an all around ore mining barge, and gets a 3% bonus to strip miner yield and
3% reduction in ice miner duration per Exhumer skill level. it requires
Exhumers 3.

14. Other ships to use to mine
Though nothing compares to the refined skills of an Osprey for mining
ore when looking at the cost/ benefit ratio, many others have proven they are
worthy to be used for mining. Any ship with a turret slot can use a mining
laser, but the investment may not be worth it.
The Moa is a very nice combat ship, but for the investment, you
wouldn’t want to use it exclusively for mining. The Apocalypse on the other
hand, is a massive battle ship, and just its presence will strike fear into
those around you. With its 8 turret slots, it can mine 750m3 per minute. This
is a respectable amount, but the investment is prohibitively high for a
mining ship.
On the other hand, people will keep their distance if they see an
Apocalypse or Megathron, so you won’t be disturbed. A good middle ground for
firepower and mining ability is the Ferox Battle Cruiser. It’s the middle
ground between Cruisers, and Battleships. They possess more armour, shield,
and cargo space than a Cruiser, and are faster than a Battleship. The Ferox
has 7 High-Energy Slots for 4 Turrets, and 4 Launchers. Equipped with 2
Mining Lasers, 2 Rail Guns, and 3 Missile Launcher, it can hold up against
most NPC Pirates you will encounter outside of missions or complexes. In
secure space, a Ferox can be daunting to look at, and with 5 Mining Lasers
and 2 Heavy Missile Launchers, make short work of NPC frig spawns.
Using the Osprey is the best for your dollar, if the pirates are weak,
or you have support to take care of them. Ferox is a very good choice for
limited low-sec mining, or where the rats are too much for an Osprey to take.
If you want to tank damage while mining, take the Megathron or Apocalypse,
they are also more effective than an Osprey, with their 8 turret slots.

15. Industrial Ships
Being Caldari your best Industrial Ship is the Badger II with 5250m3 of
cargo space. With Caldari Industrial Ship 2, and 2 Basic Cargo Expanders, you
can get a ship with 6000m3 of cargo out of a Badger I which has a capacity of
4125m3. Add 2 giant secure containers, and you gain an additional 1800m3, for
a total of 7800m3.
That is a fair capacity for hauling your own stuff. This can clear a
can in less than 4 trips, so it is a nice beginner. The badger II has 3 low
power slots, so it can be fitted with 3 basic cargo expanders for 7985m3 with
out skills, which makes it 9182m3 with the required Caldari Industrial 3.
This configuration with giant cans makes for an additional 2700m3 for a total
of 11882m3, a very formidable ore moving machine.
Now if you are really obsessed with efficiency, train Gallente Frigate
3, and Gallente Industrial 5. This will allow you to pilot the Iterion V, it
has a capacity of 6000m3. With its 5 low power slots, and the best cargo
expanders available it can transport 26534m3 (don’t quote me on that, I ran
it 4 times, and that is what came out). Just for thoroughness, assuming my
previous calculation was correct with giant secure cans that is 8 giant
secure cans for an additional 7200m3. That gives it a total of 33734m3, that
is larger than a jettisoned container. With basic cargo expanders it can hold
15085m3, with giant secure cans that is 19585m3. With this ship, just a small
upgrade to Cargo Expander I which is 18% increase translates into an
additional 2073m3.
Just remember that Cargo Expanders also slow down your ship, so
investing in Afterburners or Micro Warp Drives are very useful. The remaining
slots can be filled with anything you may deem appropriate, such as Shield
Boosters, Capacitor Rechargers, etc.

16. Trading
First I am a miner, trade is not my area of expertise, but I have
picked up a lot of information on the topic in my time as a miner. Trading is
fairly straight forward in principle; buy low, sell high, simple right?
Wrong.
It is no good if you are carrying a load of frozen food, when the next
place to sell for a profit is 10 jumps away through low security space, where
the station is only buying 10 units. Conversely, it is annoying when you want
to transport 7800m3 of frozen food, and find out that you can’t put them in
the 2 Giant Secure Containers in you cargo hold.
When going on a trade run you must consider many factors; price you can
buy and sell at, quantity available and demanded, distance to travel,
security of systems you must travel though, ship you plan to use. Price is
the biggest factor in determine if a trade is worth the risk or not. Higher
prices from buyers and, lower prices from sellers make trades viable, and the
larger the spread the more profitable. Quantity is another important factor
in determine trade viability. The more the buyer wants the better, it may
prove overall more profitable if you can sell an entire load in one trip.
Just remember to check the gross income from the sale before going to
the destination, simply multiply units by price and what ever has the higher
number is the better trade. Distance is more of a measure of time than
anything. If you want to make a lot of low profit runs, a shorter trip is
better. Conversely longer trips can be more profitable, but you will be able
to make fewer trips. Security is mostly a comfort factor. If you are flying a
fast shuttle, or armed for combat then you may not have to worry too much,
but while flying an industrial ship, it might be better to stay where it is
safe, have an escort, or fly when there are no people.
Having alternate routes also help to prevent ambush. Finally the ship
you plan to use is the most important. If you are going to use a large
industrial ship, a large volume trade is best, where as if you are going to
use a speedy cruiser or frigate, a longer haul for a higher price might be
your best bet.

17. Refining
Any good self sufficient miner also can refine his own ore. When
setting up shop, it is best to pick a station that gives you the highest
refinery efficiency. Normally this is about 50% base efficiency, but can be
increased with training. Training Refining is a good start and opens the door
to refinery efficiency to further increase the yield from refining. Finally
you get to the specialist areas of individual ores. It is best to specialize
in the ore you deem most valuable (Kernite, Jaspet, Pyro are good choices),
and slowly add more skills as you find use for them. Once you have level 3 in
the ore specialization and Metallurgy 2, you can use that kind of mining
crystal to increase yield of a particular ore.
Once you have moved in to a place you like and are going to stay a
while at, it could be a good idea to run agent missions for the station owner
to increase yor standing, and reduce the tax taken when you refine. With no
standing or neutral, you are taxed at 5% of what you get from what is
refined. This can add up when mining rare minerals, or mass refining for
corp. to get perfect refine you need a standing of 6.6 with the station you
are refining at.

18. Selling Ore
If you are not in to manufacturing, there is the trade of selling the
minerals you refine. There are 4 ways to sell your ore; on the market,
escrow, placing a sell order, or on the mineral and manufacturing channel of
chat. Selling on the market is the easiest way to make money, and get rid of
your ore. Having a large industrial ship for transportation and patience is
paramount for making lots of money. In my experience I have never had to go
more than about 5 jumps to get top dollar for my minerals. Escrow is just a
large list of thing people have up for sale that you can buy for a set price,
and pick up. This is good if you want to sell stuff at a bulk rate. This is
good if you have a lot of something and want to sell it all at once. This is
good if the buyer is looking for a massive amount of ore, but can take a
while to sell. Placing a sell order is placing your ore on the market at a
price you want to sell it for on a per unit basis. The down side to this is
you are competing with other people who also want to sell their ore, usually
and .01 ISK less per unit that you. Selling on chat, or directly to another
person is another way to sell your ore, but can require a bit of work and
negotiation. From what I have seen on the trade channels, it is like an
auction, and transportation arrangements. Usually you post what you are
selling, the price and quantity, and transportation arrangements and wait for
others to reply. You can get better rates, especially if you are charging
extra for shipping the ore to the person.

19. Other Ways to Make Money
If you look on the EVE Online forums under the market thread, there are
posts for people requiring the services of miners to get the minerals they
require. Being a highly skilled miner with your own barge, fleet of mining
ships, and Industrial Ships for transport, you could rent out your services
to other corps that need minerals by joining their mining parties.
The advantage of this is you get protection, money, and a cut of the
minerals you mine. Plus that warm fuzzy feeling you get from helping others
less fortunate than you. Providing transport services is also a viable
option, as your Industrial Ship skills will be very refined, and that is one
less thing that the hiring group will have to worry about. If you watch the
forums, you can occasionally find people who place large orders for minerals,
or even better, long term mining contracts. These can be a good way to earn
money on a steady basis.

20. Manufacturing
There comes a time in every miner’s life where mining simply is not
enough to keep with all the costs of doing business, and buying better
equipment. Some switch from mining to fighting, and hunt NPC pirates, others
use their in-depth knowledge of mining to hunt other miners while others take
the next logical step, manufacturing.
To be a manufacturer, you need to have Industry, Science, and Refining
skills. That is just the basics, to be competitive you must train Mass
Production, Manufacturing Efficiency, and other skills to make manufacturing
faster, and more efficient. To start manufacturing you need a blueprint. They
can be purchased on the market, through escrow, or on the blueprint channel
on chat. A good blueprint to obtain is one that you see a need for or can
compete with. Ships can make a lot of money, but due to the massive
requirements, costs can vary a lot depending on the skills you have.
A good starting item to manufacture would be ammo because it is common
to all races, and always in use. If you want to try the competitive market of
ships, buy a low cost BPC off of Escrow, and build it. Then either sell on
the market, or on Escrow.
It is better to buy a multiple run BPC and build the ships to minimize
the cost of the factory per unit. I build my own Ferox, spending 600k on the
BPC, 100k on the factory slot and another 20 mil for the zydrine and megacyte
plus the market value of the minerals I had lying around. Overall the cost
was close to about 30 million ISK. At the time the market was 28 mil for a
Ferox, so it may be cheaper to buy than build. I currently have a 5 run BPC
for a Caracal Cruiser. To build those the cost is only 10 mil for the zydrine
and megabyte, 600k for the BPC, plus 100k factory slot, and other minerals.
They sell for 6 mil each, so that is 30 mil less 10.7 mil is 19.3 mil gross
profit, before taking in to account the value of other minerals. When taking
into account of the minerals, use the value of what you deem valuable, and
worth selling. I have several million units of Tritanium, but moving it to
sell is a lot of work. However, the isogen, and nocxium are valuable, and
worth transporting. Overall, if you mine it, don’t worry about the cost,
because ships sell much better.
When selling ships, you must investigate the market you wish to sell
in, and the current stock of ships. When researching a region to sell in,
always check the following things; security standing of the point you want to
sell in, if you are selling battle cruisers in a high sec area, sales will
likely be slow because there is not much use for combat ships, frigates and
cruisers are better things to sell. General populace and corp presence, if
you are selling in a new player area, you will likely sell frigates and low
level cruisers. The empire sovereignty of the region, this is very important
because in Caldari Space there will be lots of NPC corps selling Caldari
ships, but very few of other races, so you would be best to sell another
race’s ships. Ship prices and supply, it is easy to sell ships if there is
little competition, or the existing competition is charging very high prices.
If you are the only one in the system, set your price to what you like, but
keep it reasonable. Supply can be very important in deciding to enter the
market, frigates are usually over supplied, and easy to build, so many people
will flood the market with large number of them. Overall Cruisers are the
best thing to sell, because they are as versatile as a frigate, bigger, and
can be lost without significant costs, so they are popular for PVP. The best
ones to supply are the sold out ones, or combat oriented Cruisers.
If you see a market where there is room to undercut the competition, do
it. There are three likely scenarios that could result;
1. The next lowest person doesn’t care and you start making money by
stealing away their sales, or
2. The next lowest enjoyed his monopoly of being the lowest, and the
profit margins he made and buys your entire stock and resells it as his own,
or the least desirable
3. The next lowest undercuts you thus starting a bidding war. I’m not a
manufacturer yet and this is all informed speculation, so use it as such
until I am a competent manufacturer and adjust is accordingly.

21. Research
Being a skilled manufacturer will only get you so far in keeping costs
down, and being able to deliver your product most efficiently, and in a
timely basis. This is where research comes in to play. Research skills allow
you to improve your BPOs to use less material and take less time, make copies
faster, and later reverse engineer items.

22. Drones
*NOTE: There is a big change coming to drones in RMR, and I am still working
on it*
When mining with an Osprey or barge, Drones are your only line of
defence. If you are mining where NPC pirates spawn, have some good Drones can
keep you mining uninterrupted.
In secure space, Mining Drones can help you fill that quota that much
faster. Training basic Drone Skills are important to both mining and defence.
Have control of about 8 drones is good because it confuses the enemy, and
deals more damage. Anything you can get a hold of should work, as long as you
have the skills to use them.
Mining Drones are not the fastest mining tools available, but they
help. They range from Basic Mining Drones gathering 3m3 every minute to
Harvester Drones gathering 25m3 per minutes. Alone its not much, but when you
have 8 that is between 24m3 and 200m3 per minute.
If combat drones are what you need, this table and guide by Amarrian
Android should be useful.

These principles apply to all drones, and can help you become a better
Drone Commander. Ahhh, the joys of commanding your own personal fleet of A.I.
fighters!
First off, you must get your drone skills up to be an effective Drone
Commander. Train:
(At least!!!!!)
-Drones: level 5
-Drone Interfacing: level 4
-Scout Drone Operation: level 4
-Heavy Drone Operation: level 4
(Now you can do some damage!)

Secondly, you must remember that your drones are Artificial
Intelligences that require your guidance to be most deadly to your enemies.
Drones are stupid by themselves. Remember that. Keep track of your targets
and pick them off one at a time by commanding your drone minions to attack.
ATTACK!!!!! Its vitally essential to boss your drones around!!! Do not be
nice to them in this respect, otherwise, they will misbehave and go off
attacking things at random. Go after each target individually, and command
those drones to attack them!!! When you enter into a combat situation, your
goal should be to do as much damage as quickly as possible, while avoiding
damage to yourself and your drone legion. From here we must digress into PVE
and PVP strategies, because they are different.

PVE – Player Versus Environment (some say Player Versus Enemy)

It does not matter what you call it, its still you versus some NPCs
(Non-PlayerCharacters for all the MMO n00bs :P). And remember those NPCs
deserve to die!!! Its your job to kill them! So, why not use your drone
armada to annihilate them? Good. This is what we trained for, to command our
drone hordes to do our bidding :P Ok, lets get down to tactics. When you
first warp in to your NPC enemies, do not immediately release your drone
army. Target your enemies first, and let them target you. When your enemies
have you “Agro'd” and are shooting you with no remorse, then now is the time
to release the drone gladiators!!! Your enemies with continue to attack you,
and leave your drones alone. Start picking off your enemies one by one. Keep
commanding your drone legion to do your bidding after each and every kill,
you must guide your army! Also remember that drones are vulnerable to NPC
rockets, standard missiles, heavy missiles, and small turrets. Keep that in
mind if you decide to launch your drones at long range, or before your
enemies have you “Agro'd.” You need to find a suitable armor tank
configuration to be an effective Drone Commander. You can sacrifice some
other things, like trying to fit on the biggest guns, for a GREAT tank setup.
Remember, your drones are very effective once your drone skills are
high.

PVP – Player Versus Player

This changes things a bit. AT ALL COSTS STAY AWAY FROM SMARTBOMB USERS.
I cannot emphasize this point enough. The good thing, is that smartbombs are
relatively rare in most PVP situations, although they can appear in fleet
battles with more regularity. This section will help you primarily in smaller
engagements and 1 versus 1 battles. The drone user has a major advantage over
non-drone users at this point. With 13-15 drones at your command, you have
the advantage of multiple targets. Your enemy has to decide either to go
after your drones, or just outright ignore the drones and try to kill you.
Either option for your opponent is not very good. If he starts killing your
drones he is probably better off, especially if he can kill them quickly. But
remember it takes time to kill 13-15 different targets, time that you must
use to your advantage. Nosferatu your opponent, get in close, web him,
disrupt his tracking, and do whatever you can to make his job harder. If you
notice he is having success at killing off your drones and your right up on
him, call your drones back into your dronebay briefly. Keep scrambling him
and killing him. Launch your drones again, and attack!!!! This will
completely annoy your opponent to no end, because now he must reacquire his
drone targets. A warp scrambler on your opponent is a must, if you wish to be
victorious. If, on the other hand, your enemy decides to ignore your drones,
and go after you, you must quickly analyze his strengths and weaknesses, and
exploit them!!!! And keep track of your armor tank. Nosferatu him constantly,
and disrupt his targeting or tracking if possible. Your drones, going
unchallenged will make quick work of your opponent if your 'nos' is draining
him and making shield boosting/ armor repairing difficult. Exploit, Exploit
Exploit!!!! KILL HIM FAST!!! This is the aggressive mentality you must
acquire should you want to be successful at PVP.
Lastly, get to know your drones' statistics well, and experiment often
with new drone damage types. Once you feel you have a good mix of drones,
ORGANIZE THEM WITHIN YOUR DRONEBAY. Yes, you can create folders inside your
dronebay to organize your different types. For example, if you use
'hammerheads' and 'valkyries,' separate them into folders titled
'hammerheads' and 'valkyries' to keep them neat and orderly. To make dronebay
folders, you must first put your drones in your dronebay and launch into
space, you cannot do this inside a station. In your overview section to the
righthand side of your screen, find “drones in bay” and “drones in space” at
the bottom. Expand the “drones in bay” tab. You will know see your drones.
Right click on a drone or drone group, and choose “move drone.” Create a new
group and name it (Valkyrie for example). Repeat for as many folders as you
want. Now your drones will stay orderly, and you can launch each folder
individually, or just launch all drones by right clicking on the “drones in
bay” tab and selecting “launch drones.” Believe me this is very useful.

Light Drones
Hobgoblin 1 4 1.6 thermal 35/75 550m/s 2800m/s 6.40
Hornet 1 4 1.45 kinetic 65/55 600m/s 3200m/s 5.80
Warrior 1 4 1.3 explosive 40/60 750m/s 4200m/s 5.20
Acolyte 1 4 1.15 EM 25/75 650m/s 3800m/s 4.60
Hobgoblin 2 4 1.92 thermal 42/90 660m/s 3360m/s 7.68
Hornet 2 4 1.74 kinetic 78/66 720m/s 3820m/s 6.96
Warrior 2 4 1.56 explosive 48/72 900m/s 5040m/s 6.24
Acolyte 2 4 1.38 EM 30/90 780m/s 4560m/s 5.52

Medium Drones
Hammerhead 1 9 1.6 thermal 70/150 400m/s 1400m/s 14.40
Vespa 1 9 1.45 kinetic 130/110 425m/s 1600m/s 13.05
Valkyrie 1 9 1.3 explosive 80/120 500m/s 2100m/s 11.70
Infiltrator 1 9 1.15 EM 50/150 450m/s 1900m/s 10.35
Hammerhead 2 9 1.92 thermal 84/180 480m/s 1680m/s 17.28
Vespa 2 9 1.74 kinetic 156/132 510m/s 1920m/s 15.66
Valkyrie 2 9 1.56 explosive 96/144 600m/s 2520m/s 14.04
Infiltrator 2 9 1.38 EM 60/180 450m/s 2280m/s 12.42

Heavy Drones
Ogre 1 22 1.6 thermal 140/300 250m/s 700m/s 35.20
Wasp 1 22 1.45 kinetic 260/220 275m/s 800m/s 31.90
Berserker 1 22 1.3 explosive1 60/240 350m/s 1050m/s 28.60
Praetor 1 22 1.15 EM 100/300 300m/s 950m/s 25.30
Ogre 2 22 1.92 thermal 168/360 300m/s 840m/s 42.24
Wasp 2 22 1.74 kinetic 312/264 330m/s 960m/s 38.28
Berserker 2 22 1.56 explosive 192/288 420m/s 1260m/s 34.32
Praetor 2 22 1.38 EM 120/360 360m/s 1140m/s 30.36

Once again thank you Amarrian Anderoid for allowing me use of this
guide. If you like it, send him a message saying so, or see the full guide at
Battleclinic.com

23. Corporate Management
If you get lonely mining by yourself, and haven’t joined a corp, join
one. Corporations always want dedicated and proficient miners because
minerals make the galactic economy function. If you want to form your own
corporation, train corporate management to at least level 3, then form your
own corp.
Here is where your connections come into play, if you are in a corp and
liked it, be kind and give them some notice that you are leaving, and you may
get an opportunity to become a “spin-off” corp where you get some equipment
and money to start up and get your self organized and work closely, but
independent from your original corporation. This is a very desirable
situation to be in because you are still friends, and get to do your own
thing.
If you want some power, ask your CEO and you may be given a director
post, hopefully in charge of Mining, or other privilages above being a
regular member. If you don’t like your corp, just leave them a message and
leave.
If you really don’t like your corp, or are a non-ethical person, stick
with it until you have access to the good corp stuff, then hire a freighter
to move all the stuff to another base while no one else in the corp is on
line. Just remember, if you do decide to take all the corp assets, be sure
you can do the job of the corp you are leaving better, it’s easier on the
conscience.
Now on to the details of running a corp. You need to find a station to
setup your office in, this will be your base of operations, where all your
corp assets will be stored, and corp business taking place. You can open up
other offices to make it easier for others to apply to join you corporation.
The main considerations for choosing a location is station services,
traffic, access to resources, other corporations, security, and distance to
low security space just to name a few.
Station services is among the most important thing to consider, being
you will be spending most of your time there. A good refinery is a must,
factories are helpful, research labs are nice, but not necessary, and medical
facilities are an asset to have.
High traffic areas may be good for trade because there are lots of
people coming and going, but that could also be a bad thing as people could
be mining your asteroid belts of the valuable minerals. Too little traffic
and you will not have a large influx of new members.
Access to resources is simple, more asteroid belts are better, and some
ice belts make it better still. You don’t want to share a system with a big
pirate corp, there will be too much fighting, and it won’t be safe.
Conversely a very large mining corp that can completely clear an asteroid
field in a few hours is not a good neighbour either. Smaller corps make good
neighbours as they are normally easy to get along with and don’t feel
threatened with you mining the same belt as them.
Security is a big one if you are small, staying where the security
status of the system is high, you are safer from players from hunting you,
and pirates from spawning in asteroid belts. Distance to low security systems
is good for grabbing rare and valuable minerals, but also may lead to
increases in traffic.
Once you have the basics in place, you go to the corp button on the
left side of the screen, and create your corp, it should cost around 1
million ISK to incorporate. Once you have a corporation, you are
automatically appointed as the CEO with full access to all corporate assets
and functions. You should have some friends to join your corp and make it
look semi-reputable, and spread out the responsibilities like security and
recruitment.
Next comes recruiting more members into your corporation. The best
place to recruit is in systems surrounding high security systems and training
stations, like where you first started out. This is a large pool of pure,
blank slates you can imprint your ideals on to create you ideal army of
miners and fighters.
With Corporate Management level 3, you can have a 30 member
corporation, which is a good size for a while. Recruiting people is easy,
keeping them is the hard part. Most corporations offer free Frigate
replacements, a Cruiser when you can use it, and the rare minerals for Battle
Cruisers and Battleships. To grow big, you need to be well organized in your
operations, such as mining, fighting, manufacturing, researching, commerce,
and many other areas.
If read this, leading a mining wing should not be a problem for you.
The fighting wing should be lead by a friend of someone you trust who has
focused on combat skills, and is good at leading combat operations.
Manufacturing should be done by a few skilled people in close conjunction
with research, and commerce.
Manufacturing is the major lifeblood of the corporation, as they make
the minerals you mine in to more valuable items, and useful ships to use.
Research makes the blueprints more efficient and faster building so
manufacturing can work better.
Commerce is responsible for moving product out, and bringing in
materials to build more advanced items. Though the jobs of commerce,
manufacturing, and research can be done by the same people, ensure the people
know that their main job is only one of the areas, and as much as you
appreciate their effort in the other two, you won’t think less of them if
they can’t do the other two with out compromising the first jobs quality.
Commerce is further broken down in to 3 areas for more efficient
operation. The areas are; trade, purchasing, and hauling. Trade is
responsible for selling materials and finished product and filling sell
orders. Purchasing is responsible for acquiring the materials that
manufacturing need to operate. Hauling is responsible for transporting bulk
material from one place to another, mostly working with the mining wing to
keep the minerals flowing.
The mining wing is the most basic area of operations, and is fairly
easy to manage. Just get a bunch of people, warp into an asteroid field and
start mining everything while someone from commerce hauls out the ore. The
fighting wing is the second most important wing, as it keeps your members
safe, and can allow you to operate in low security areas to get more valuable
ores.

24. Managing Multiple Corporations
If you are running a large corporation, and are having trouble keeping
everything running efficiently, spread out the members by forming another
corp. this is a good way to keep those aspiring CEOs in your corp, and
rewarding others with director posts. All you need is a group of like minded
people, someone you trust who has the required skills, and a plan.
One good use for a spin-off corp is to satisfy mineral or industrial
requirements. Being composed of mostly miners, haulers, and maybe a guard or
two, they will be much more mobile and able to adapt to changing conditions.
This will free up others to do agent missions, fight a war, setup a POS, or
other activities. If you are a very large corp, making a recruitment division
is always helpful to find, train, and screen potential members before they
join the main corp.
If you are going to have multiple corporations, make sure the CEOs are
people you can trust, and that will listen to you. Corp Mail will also be
important as you must use it to communicate plans, and other ideas.

25. Corporate Mining and Incentive Systems
Getting ore for the corporation and running all the operative divisions
sounds all well and good, but people want to get something out of it, and
freedom to do other things. To encourage people to do their designated jobs,
they want to be paid. For mining it is easiest to institute a payment system
per container of ore, or a mandatory quota of 1 can and payment for anything
over and above the quota.
If they do not meet the quota with out a good reason, you assess them a
penalty, but that makes you look and sound like a dictator. Manufacturing,
research, and commerce can be paid in ISK as a percentage of sales and
production, or a flat rate.
For running a corp mining in secure space you need only miners, and
haulers. As you get to less secure areas, it is an asset to have at least one
guard, depending on the threat of NPC pirates in the area. This is a good
exercise for some of the less experienced members of the fighter wing, while
they are supervised by a more experienced member. When going into low
security areas, you need more fighters, and someone who has gang warfare
skills, and modules to improve everyone’s ship stats. Tactics are very
important, and should be practiced to maximize safety of all ships.
Finally there is the ship and equipment incentive you may have promised
your members when they joined you corporation. Going back to the fact this is
written in the perspective of a Caldari, and you don’t have racial relations,
you are composed of other Caldari and use Caldari ships. Ideally you should
provide all people with a free Osprey when they can use it, and have the
capacity to produce other ships as they may be requested. Having a few Moa or
Caracal Blueprint Copies or an original would be handy, and also a Ferox
Battle cruiser BPC. Anything beyond that is getting into large scale combat
equipment, and should be saved for later.
On the rare occasion you get a bunch of people who have a Socialist
mentality (these are good people, provided you can mesh with them) you will
have to use an alternate incentive system because blindly taking money is not
their goal. These types of people are motivated by the end product they are
working to build. This can make a big difference in member retention, several
players in my former corp left because they didn’t like mining all this ore,
and not having anything to look at, or a tangible product, or a goal. One
player defied what I though possible when I told him that we needed to build
a battleship every 2 weeks. In 3 days we had mined more than the entire corp
in the past 2 weeks of the ore needed to build the battleship. He also turned
down the 8 million ISK reward for other equipment for his ship. To deal with
a Socialist-type player, assign specific goals for them to do for a specific
project. Building a battleship is always a good one, because seeing a
battleship you helped to build fly, is a warm feeling. Take that and see the
fleet of battleships fly, it’s a much bigger feeling. At some point these
players will want some form of compensation, in the form of a ship of
equipment. Depending how much they have done for the corp, you should give
them it, or work out a deal with them. Eg. If you have a person who mined
enough common ore to build you 10 large battleships, and they want a Covetor
Mining barge, 3 Modulated Strip Miner IIs, 2 Cargo Expander II’s, hold of
Harvester Mining Drones, and 6 of each Tech II mining crystal, you would be
wise to give them it, because that setup will make battleship like crazy. If
the person wants a battleship to do fighting, and they have helped with 3,
you could have them mine more ore to build there own battleship, which
usually results in people being very careful with the ships they build.
Then there is the freeloading person. They do their own thing, and
expect compensation when they suffer any loss or damage to their ships. One
person in my corp came to help me fight off some rats that arrived while I
was mining. This was fine and dandy, but then he expected me to pay his
repair bill, and give him 2 new drones to replace the ones he lost. You
should cover them to an extent, because they do fight and receive bounties
from hunting rats they can use to pay for other things. Another player wanted
a Ferox Battle Cruiser, this is not a problem, I can mine a ferox in a couple
days. He also wanted corp to supply the skill book for him, and build it for
no cost to him. This is a big issue with me. I worked to build my Ferox,
bought my own skill books, and cut deals with others to get it equipped. Then
I lost is to my own bad judgement in a 4/10 complex with another friend. 40
million ISK gone in 30 seconds of heavy fire htat my ship couldn’t handle.
This is an important life lesson for people to learn, and so I stand on my
requirement that everyone needs to contribute a large amount of work to their
Battle Cruisers and Battleships so they don’t take stupid risks with out
thinking about the hard work that went into their ships. Mining is my
preferred method of building stuff for people, I simply take the minerals,
push a few buttons and a ships comes out, simple, and easy for me. Not
everyone will mine the minerals for their ships, so you have to have an
alternate method for others to get their ships. I find internal pricing on
ships for corp members works well, or protection agreements. Not all fighters
want to sit in an asteroid belt mining their minerals, they would rather
fight to get money and loot. Having some prebuilt ships is a good plan to
increase the corp wallet, by selling a Ferox to members for 20 million ISK,
rather than the 28-30 million on the market. Protection is another good one,
as both the miner and guard benefit, as the guard gets some of the rare
minerals needed for their ships. If the guard is a person that always wants
compensation for the damage they suffer, just take it out of their cut of the
minerals.

26. War
Unless you have expert diplomacy skills (you personally, not the
trained skill) you will eventually come across another corp that wants to see
you completely destroyed for some trivial reason like; you stole there
system, blew up their POS, ran over their dogs, etc. The list is long and
endless. When war is declared, you have 24 hours before you can start
fighting freely with out CONCORD interference.
In this time you must gather information, rally the troops, make plans,
get in to position and get the miners to safety. Gathering information is an
ongoing process of seeing where they are, where their base is, ships, skills,
etc. The more you know the better off you are.
Getting in to position is moving to a base closer to the area where
combat will take place, and prevent you enemy from directly attacking your
base of operations. Making plans is left to the expert combat planners and
fighter wing.
Finally the most important group of people to evacuate, the miners. To
minimize the risk of being found, and killed, send them to random systems
without corp offices and keep a low profile while mining to build more ships
to replace lost ships or mine to sell minerals to buy more ships. In my
opinion running a long distance across the galaxy to mine in relative safety
and sending the money to corp to use to purchase ships, is a safer and better
idea.
If a miner is found, it is best for them to wait and run farther away
until it is inhibitive to follow any farther. If you don’t want to fight,
pack up the entire corp, and move away.

27. Death
So you got your ship blown up, your pod breached, and you are now
floating dead in space. Lucky for you, technology has found a way to keep
your from dieing, cloning. I am not going into the technicalities of the
system (it is rather interesting though), so we will start with the basics of
the clone.
When you first start the game, you have a basic clone worth a few skill
points. If you are training skills, you should be upgrading your clone to
keep it current. Always upgrade your clone when you are getting near the
skill point limit.
When you are killed your clone awakens with your mind in it. You loose
all your implants, ship, equipment that was on the ship, cargo you were
carrying.
Once you are revived, you should immediately buy a new clone in case
you get killed again. There is no faster way to loose motivation than to have
all your hard work go up in smoke. If your clone is not up to date, you lose
5% of the difference between your clones SP limit and your SP at death. This
could be spread across your skills, or be just 1 skill that drops a level.
Contrary to what you may think, buying the best clone up front is not the
best thing to do, unless you plan on living a very sheltered life, far form
any risk.
Buying 2 or 3 levels better clone than you need is a good plan. Once
you reach about 1 million skill points, just buy the next level, as needing
to upgrade will be far less often, and there are better ways to use your ISK.

28. Neural Implants
These are handy little things to have. They provide instants boosts to
a stat, or improve your abilities instantly. The only problem is they can be
expensive, hard to get, and you loose them when you are killed. You can get
implants in a number of ways, but the most common are doing lots of agent
missions, or killing high level pirates.
Once you have an implant, it is a good idea to plug it in and get the
benefits of it. There are 10 different types, divided in to 2 categories;
attribute enhancers, and skill enhancers.
Attribute enhancers are the most common I have found on the market, and
from killing pirates. They boost one of your stats like; intelligence,
charisma, memory, willpower, or perception. They range from 1 to 4 points.
Other pirate implants offer much more benefit, but are more difficult to
obtain. They offer a bonus to ship stats, like signature radius, turret
tracking, speed, damage, armour, shields, and many more. The bigger bonus
with pirate implants is they get a bonus 10% to the stats modified by the
implants if you have all of the same type.
The skill modifying implants are like pirate implants, but they only
modify certain skills, but there are pirate versions available that are more
effective. You only have 10 spaces in your head for implants, one for each
type. To use an implant, stop training your skill, and select plug in on the
implant. Then continue training, and you may notice the time has decreased a
bit. I was training Mining 4, and stopped to train my intelligence to another
level to speed training along.
It was going to take me about 5 days, 14 hours to train. In the 20
minutes to train my intelligence, I dropped the training time by about 2
hours. Just imagine the time savings with a +4 Intelligence Implant, where it
only takes 30 seconds to plug in.
On the down side, to upgrade to a better implant you must unplug the
current one, causing you to lose it. My advice for pirate implants you want
to use is wait, and just collect them until you have asset you like. Its no
good plugging in some Gurista Implants just you find you have attained a
complete set of Sansha a few weeks later. Pirate implants can easily fetch
several million ISK on the market.
I have seen on the Forums, an implant that increases Mining Output by
5%. This is a rare level 4 agent reward, and is quite expensive on the
market. Any information about this would be appreciated.

29. Deep Space Complexes
At various points in the universe there are little beacons that will
take you to a complex or other area that is off the beaten path. These are
deep space complexes that house other unique challenges for those daring
enough to attempt them. They range from simple 1/10 which are easily done
with a basic Frigate, to 5/10 which I assume would be a corp effort with
battleships, to 10/10, which I have never seen, but I would assume would be
lots of dreadnaughts, and would be an alliance wide effort.
These are good fun for fighters, or those looking for some good items.
Once you warp to the beacon, you must activate the acceleration gate to get
to the complex. Once there you have the area to fight with what is inside.
The 2 major types I have encountered are rogue drone infestations, or pirate
outposts. Rogue drones are annoying, and next to impossible to hit. You will
need lots of ammo, and shield boosters to survive them. Pirate outposts are
death traps, once you warp in, start shooting, and make sure you have lots of
ammo, firepower, and shields. There are several pirates in there, and they
managed to shred my Osprey in 30 seconds, so be prepared with a combat
effective Ferox, or at least a combat effective Moa.
There are also restrictions on the sizes of ships allowed in the deep
space complexes: for 1/10 only shuttles, frigates, and elite frigates
(assault ships); 2/10 destroyers are also allowed; 3/10 cruisers and elite
cruisers (heavy assault ships); 4/10 battle cruisers are allowed, and 5/10 I
assume allows battleships, beyond that I don’t know. Once again, input is
welcome.

30. Weapons
There are 4 basic types of weapons; Laser, Hybrid, Projectile, and
Missile. Laser is the basic focused energy type weapons, they come in 2
subtypes, Beam, and Pulse. Beam Lasers fire a constant beam of energy at the
target causing damage to it, and are effective at short to medium range.
Pulse lasers fire a single blast of energy at the target, causing damage,
they are effective at short to medium range. They are effected by the type of
frequency crystal equipped to modify range and damage. Hybrid is in the form
of either a Railgun or Blaster. Railguns fire chunks of matter at hypersonic
speeds, hitting their target to cause damage. They are good weapons for most
situations, but have very rapid accuracy falloff at extreme ranges. They are
useful for medium range, and use hybrid ammo to modify damage, and range.
Blasters fire magnetically charged balls of matter at their target. This
causes lots of damage, but have the lowest range of all weapons, being
effective at close range. On the upside they have one of the fastest turret
tracking speed, so if you are close, you are likely to get a hit. Projectile
are available in autocannon and artillery. Autocannons are fast tracking
close combat weapons. They have a very short range, but track their targets
very rapidly, making them very accurate. Artillery is the longest range
weapon available. It is a very slow firing, high damage, long range weapon.
They are useful if you want to attack outside your enemy’s range. Projectile
weapons use projectile ammo to effect range and damage.
Missiles are the most diverse weapons in the game. There are 8 types of
missiles; Rockets, Light Missiles, Heavy Missiles, Defender Missiles, FoF
Missiles, Torpedoes, Citadel Torpedoes, and Cruise Missiles. Rockets are the
basic short range missile, small damage, but fast and accurate. Light
Missiles are the Frigate sized missile, fast and effective against small
targets. Heavy Missiles are for Cruisers, also fast but not very
manoeuvrable. Cruise Missiles, the battleship missile. They are large, slow,
and high damage for use against other battleships. Defender are light
missiles for use against other incoming missiles to prevent them from hitting
you. FoF are seeking missiles, they don’t require a target lock, but they are
erratic, and not very powerful compared to their counterparts. Torpedoes are
high damage non-seeking missiles, they pack a lot of damage. Citadel
torpedoes, are only fired from dreadnaughts and stations. They are massive,
weapons used to attack stations and other large slow moving or stationary
objects.
Now that you know how to use the weapons, you need to know how to
engage an opponent utilizing these weapons safely and effectively. First with
lasers, you are best to out range them if possible. They are only effective
to about 10km, and tracking isn’t the greatest, so sit out side of their
range and chip away at their ship. Artillery is slow firing, slow tracking,
and long range. Unless you are in a Scorpion firing cruise missiles, you are
unlikely to out range it. It is slow and hard hitting, but the ammo capacity
is small, and the rate of fire is slow. Having never used artillery, I don’t
know the effective range, but I’ll say any closer that 15km and they can’t
track you. Autocannons are the opposite to Artillery, they are fast firing,
fast tracking, short range, and not overly powerful. Still they pack a punch
and can hurt. The effective range is between 3-10km. inside that they will
have some trouble tracking you, outside you are not in optimal range. Hybrid
turrets are where my experience lies, it use them on everything, except my
Caracal because that’s my missile boat. Railguns are long range, decent fire
rate, decent damage, good capacity. they are effective to about 35km, and
lose tracking ability at 12km. the closer you are the less likely the enemy
will hit you. Blasters are short range, high damage weapons. They are also
fast tracking, and can quickly shred a ship to bits. On the upside, they are
very short range, 3-5km range, these really hurt if they hit you, so stay out
of their range and you’ll do fine. Missiles are the worst thing to be
targeted by, because they are seeking. If you are engaging a Kestrel,
Griffen, Caracal, or Raven, run as fast as you can. These are the Caldari
Missile boats, and take this job to heart. Missile launchers do not take any
capacitor energy to use, so they are a perfect tank. They will take a
punishment while dishing it out. Missiles do not require tracking, and seek
out your ship no matter what the range. To avoid them, stay out of range or
have a setup that can take the punishement. They weak point of missiles is
the rate of fire.
Each races ships have bonuses to certain weapons, and are known for a
speciality in others. The Caldari are known for their Missile Technology, and
have ships designed specifically to be missile boats. The Gallente excel at
Hybrid weapons, and have ships that reflect that. Minmatar utilize projectile
weapons, and they have a battle ship to back that up. The Amarr use laser
weapons for their advantage. Some ships also have other bonuses, like many
Caldari Ships have a Hybrid Turret bonus, or Electronic Warfare bonuses.

31. Building your first combat ship
There will come a time where you will not be able to deal with pirates
while mining, and will need to fight on you own to keep your valuable
minerals flowing. This will require either a second ship, or combat layout
for your current ship. Assuming you are flying an Osprey, you have already
read how to make a decent combat ship out of it. This will focus on the
Battle Cruiser Ferox.
To make a ship combat effective, it should have the appropriate sized
weapons and modules, and the skills to make it capable of decent performance.
You wouldn’t want to pay upwards of 35 million ISK for a ship, and top of the
line equipment to be blown up because you didn’t have the skills to utilize
them. Conversely, flying a Frigate with perfect weapon skills might not be
the best either. You must find the happy medium between the two. There are 5
basic ship types that can be made to fight with varying degrees of success;
Frigates, Destroyers, Cruisers, Battle Cruisers, and Battleships. They range
from the smallest to the largest in size. Frigates are small fast ships with
light armour, and small weapons, they are useful for fast attacks. Destroyers
are anti-frigate gunboats, they are not as fast, but have a bit more armour,
and lots of guns. Cruisers are the middle ground and the most versatile type
of ship, they are powerful, decent speed, well rounded ships. Battle Cruisers
are the Anti-Cruiser ships, they are more heavily armed, and shielded.
Battleships are the biggest feasible combat ship. They utilize the largest
weapons, have the most armour, shields, but are slow.
If you are planning on pursuing a larger stake in hunting NPC pirates,
it is important to train the gun skills you will utilize the most, and the
support skills that will be useful in protecting your investment. Training
gunnery skills will increase the turret tracking rate, and hybrid turret will
increase damage. Missile launcher skills decrease firing time, and individual
missile skills will let you use that type of missile, and increase the
damage. Having Repair skills will allow you to use armour repairers so you
can stay alive longer, and shield boosters to keep your shield up.
Assuming you have obtained lots of money and resources by this time, I
will go straight to the Ferox. The Ferox Battle Cruiser is, in my opinion, a
very powerful ship that could handle NPC pirate battleships, if properly
equipped. To use the Ferox you will need; Battle Cruiser 1, Spaceship Command
4, Caldari Cruiser 4, and Caldari Frigate 3. That will get you in the ship so
you can fly around space. To make it combat effective, you need the proper
skills to equip the right weapons. You could fly with Frigate equipment, but
that is not effective for the ship. You can get in to a battleship with only
another week of training, but you will be one of those 1 million SP
battleship pilots; you have the ship, but anyone with a decent Cruiser could
take you out, and you don’t look very threatening when you unleash your 150mm
Railguns on something.
Once you have the ship, you should train Medium sized weapons, and
components. These are designed for Cruiser use, which makes them the ideal
choice. To use Medium Railguns, you need Gunnery 3, and Small Hybrid Turret
3. Medium Armour Repairers, and Shield boosters are musts for a combat ship
to keep you alive and in good condition. If you have the space, a small hull
repairer just to fix the hull after battle. I designed a rather good long
range assault layout for the Ferox, that theoretically works (it works with
my skills, if my spreadsheet is accurate). It utilizes 3 250mm ‘Scout’
Railgun, 3 Heavy Missile launchers, and 1 auto targeting module in the high
slots. In the Medium Power Slots 1 Medium Shield Booster II, 1 10MN
Afterburner II, 1 Tracking Computer to increase range and accuracy of the
Railguns, and 2 Shield Resistance Enhancers (recommended by Amarrian Android
of Diamond Dogs). In the Low Power Slots 1 Medium Armour Repairer II, 1
Magnetic Field Stabilizer to increase Railgun damage and rate of fire, 1
Ballistic Enhancer to increase missile rate and damage, and 1 Reactor
Diagnostic II.
This provides combat effectiveness up to 43km with the Railguns,
locking range of 60km, and the ability to automatically lock any target
within 50km. With the shield boosters, you will be able to take some hits as
well and when the enemy is in missile range of 38500m, blow them in to space
dust. If that is not enough killing power, you can invest in higher skills,
weapon specialization, and improvement skills to get the Tech II version of
the weapons. The Tech II variants are more expensive, but also utilize many
other skills, thus increasing their damage dealing abilities.
I tested this setup against Sansha Pirates in .2 Space, and found this
is a very effective setup against Laser weapons, as you are outside their
range. The only drawback I noted, was not having the EM Resistance Modifier
Equipped.

32. Fighting NPC Pirates
For those who are smart enough to know that they don’t stand a chance
against anything larger than a frigate piloted by a player, there is hunting
NPC pirates. They are what keep the hunters busy and allow me to kill stuff
to supplement my income from mining. These pirates come in various sizes,
shapes, and values. I have encountered 3 factions of NPC pirates, and made
the following observation base on combat tactics used. Guristas are found
around Caldari Space, and use Caldari Ships as they were founded by 2 former
Navy Officers. They primarily use Railguns and Missiles. To best counter
them, see what ship they are flying, and use the advantages against them.
Being they use Railguns, their effective range in medium to long, so being
close will prevent them from tracking you, and hitting you. The missiles are
more difficult to evade, but unless they are flying a Kestrel, shouldn’t be
too much trouble. They will drop railguns and hybrid ammo, along with many
other common items (shield boosters, repairers, etc.). Sansha are primarily
laser users, and I suspect use Amarr ships. They rely on laser damage, so
increasing your EM and thermal resistance will negate any damage they can
inflict upon you. Since they have lasers, staying about 10km away will make
it very hard for them to hit you, because lasers are short range weapons. A
rail gun will make very short work of them. They drop lasers and frequency
crystals. Serpentis fly Gallente ships, and use blasters. You though lasers
were short range, the Dreadnaught sized blaster has a range of about 10km,
mind you it packs enough force to completely obliterate a cruiser, but that’s
not the point. They are effective between 3 and 5km, any father and they
can’t hit, any closer and they can’t track as well. Out range them, and you
will be fine. When they blow up you get blasters and hybrid ammo. Where ever
you settle, learn about the pirates in the area, and the best way to defeat
them.

33. Elaboration on skills
The skill build that will allow you to advance the fastest in your
select area of skill are very wide and diverse. When you first create your
character, in theory it pays to look in to the attributes needed to advance
your skills the fastest, but as has been made adequately clear by many
experienced players, no matter the build you make, it is always the wrong
one. I have experience with the industrial skill, and learning skill
attributes. Intelligence and Memory are needed for learning skills and
industrial skills. Weapons and ships need perception and willpower.
Leadership and social skills need charisma and willpower. Drones need
perception and memory. There are many more classes of skills that rely
different attributes for determining training times.
I blindly front loaded my character with lots of intelligence and
memory because they sounded good, and I thought the limit was 10 in every
stat, that is clearly not the case, there is no cap I can find. The ideal
start is getting your intelligence and memory skills increased, then
learning, and finally the other learning skills. That will boost your
attributes by 5 points in each stat, and decrease training time by 10%. I
recommend training mining while trying to earn the money to buy the skill
books to train. This will take about 50 days of straight training to get the
6 basic learning skills to level 5. then get Eidedic Memory and Analytical
Mind to level 5 to max out your memory and intelligence to minimize the time
required to train the other learning skills. Alternating between memory and
intelligence will further shorten the time needed to train. Being industrial
focused, you can skip the other skill training, and just focus on
intelligence and memory.
When starting if you follow this guide, you will be flying a cruiser
very quickly, and will be ill prepared for any major combat as combat is not
the focus until later. This is completely intentional as mining is the major
focus, and cruisers are not overly expensive to replace if you are careful
not to lose them too often. Battle cruisers are the largest thing I would fly
without advance training for it. I lost my battle cruiser and that was a huge
hit to my pride and the corp fleet. if you want to fly a battleship, you
could do it in about 2 months or less. This is highly warned against by many
of the experienced players, including agent runners, hunters, pirates, PVPers
just to name a few. They all recommend you train the supporting skills and
anything that will help you survive and lay waste to your target before
flying your battleship. A battleship on its own can absorb lots of damage,
but it would be a shame if my Ferox took you out because you couldn’t use the
proper equipment, and you didn’t have enough HP. From my research training
Engineering, Hull Upgrades, Electronics and shield upgrades to name a few.
Engineering will increase your power grid, hull upgrades increases hull HP,
electronics increases CPU, shield upgrades increases shield HP. Have a plan
for what you want to do with your ship first, then build it accordingly. That
bit of planning can be very helpful in getting yourself ready to fly and
begin on your path of destruction.
Training your skills with the idea of general proficiency with all
turrets is simply accomplished by training Gunnery, weapon upgrades, advanced
weapon upgrades, sharpshooter, zero-g physics, and the weapon you wish to
use. Gunnery increases turret tracking speed, weapon upgrades decreases CPU
requirements, advanced weapon upgrades decreases power grid requirements,
sharpshooter increases optimal range, zero-g physics increases falloff,
weapon skills increase damage.

34. Fighting Players
This is only here because I have to learn to deal with PVP since my new
corp joined an alliance and we operate heavily in .4 space where pirates
sometime come. First know your enemy and their ship. Check their race, ship,
and age. A 3 month old Gallente flying a Megathron, would make a dangerous
player to engage without thinking. Always look at the ship description and
the bonuses it has. It’s a good rule of thumb to assume your target is level
5 in the bonus granting skills, in this case Gallente Battleship 5, until you
can disprove this. It would be logical to assume he is packing 8 railguns, or
8 blasters or a mixture, and drones. This makes this ship a lethal close
combat ship. With this, it is a hard nut to crack. The drones could have a
range of upto 35km, where the railguns could probably hit at 15km, that makes
a 20km thick belt of death, that only an interceptor tackler tank could
penetrate. To break this, you need to take out the drones so you only have
the railguns to deal with. The railguns are effective to about 50km on a
battleship, but are slow tracking to keep moving to avoid the fire. Missiles
are the best to use to counter the ship, as they hit and do lots of damage.
Once the drones are down, attempt to get in close where the rails will be
useless and continue to pound the ship with missile fire.

35. Ethical Issues
There is no doubt in my mind that someone reading this will use this
information for the purposes of evil, to that I say; go ahead, and do tell me
your successes and failures. That way I can find a better way to protect
against any unethical things people do, and build a better unethical person.
After all, as much as I don’t like getting my ship blown up or damaged, that
is what keeps the market going, and me making money.
This section stems from the knowledge that a criminal flagging system
will be coming into place that will flag ore thieves so they can be destroyed
by the owner and/or gang and/or corp members. I highly deplore ore thieves,
because they cut into my money making, and hard work. I respect the skills it
takes to do it, as I tried it once, and failed miserably (damn code of ethics
that says you have to give it back if you are discovered). I will divided ore
thievery into 2 major groups; barges, and others. Those who sneakup and take
ore from the jet can of a fully loaded Covetor mining barge mining a common
ore. They are very annoying, and there is not much that can be done, because
you are in a mining barge, and can’t really fight back, but you could fill a
can in 25 minutes, so it is not that much lost productivity. The worst are
the ones that steal if you are flying any other ships for mining, those ships
can take a long time to mine with. Just be warned that when this new system
comes in, I will fly a combat ship designed to destroy your hauler (most
likely have a friend with me, and mine with my barge, its faster that way).
Another unethical area is hunting defenceless miners, and weak ships.
You have a big powerful ship that can lock, jam, and drain my ship before I
know what happened. Not that difficult with a barge, but what do you hope to
accomplish podding miners? Miners usually have money, and lots of ore, so why
not tap into this. Lock, jam and drain their ship so they can’t go anywhere,
then demand a ransom from them. This way you profit rather than the ship
builder. Don’t demand too much, or they are liable to smarten up and move so
you lose income or mine with friends, and that just escalates to more losses.
If you have some considerable power, and friends, offer protection services
in low sec areas. Then you have miners working for you, which makes both
parties happy. I would pay for safety so I could safely gather megacyte and
morphite.
Another extortion tactic is to blow up their jet cans of secure cans
that hold their ore. You thought ore thieves were bad stealing a good chunk
of your ore, try having someone blow up you can with all your ore in it. Not
only is that counter productive, but the person is already in a combat ship,
so you have no chance to retaliate. This works by targeting the can, then
private messaging the person, and making your demands. Just a million ISK is
enough, to start, if the person agrees unlock the can, and watch their can
for them to be nice. If they don’t agree, fire 1 shot, and increase your
price, they will likely pay it. Repeat until the person pays, or the can is
destroyed.
Remember this very important fact, pirates also have a reputation to
keep, and honour and standards to maintain. If you make a deal with a player,
keep it, don’t kill the person after they pay you, there are other pirates
with more experience than you that will hunt you down for tarnishing the
reputation of pirates everywhere.

36. Market Conditions
December 17, 2005
Its been a long wait, but RMR has been released, and there are still problems
with stability and lag, but this is only 2 days after the launch so the
people at CCP are working very hard to get this working again. They have
launched all the new ships, and skills but they are not fully available yet.
Skills are very expensive for the new ships, so unless you have to have one
ASAP, or you have money, it would be wise to wait on it for a little while.
Rumour has it that in a month, the new ships will begin to appear for sale.

November 18, 2005
I have been looking over the forums more, and now it is only 2 weeks or so to
the next content update “Red Moon Rising”. This is where they will be
releasing Titans, Carriers, and a whole bunch of other ships and
improvements. As I have been so excited for, they will be adding more mining
related improvements, and equipment. Tech 2 Barges, implants, and modules to
enhance mining performance, named mining lasers, hopefully new skills, and
much more. It is also speculated they may release new implants to help with
manufacturing, and hopefully refining, modules for ships that give a bonus to
performing research in space, and the biggest hit to market monopolies,
reverse engineering skills. During the Cold War update, they released Tech II
implants, and modules. This was met with extreme prices and demand for these
items, I think the market will have a similar reaction to named mining
equipment, ships, and implants. This will increase the amount of hunting
taking place, and in theory demand for ammo. If you are eager to attain these
new toys, I recommend hopping into your combat ship, and hitting the belts to
hunt down NPCs to see if you can get some good drops. Hold off on purchasing
the new items for a few weeks until the market attains some volume, and
prices fall. If you are very rich, or don’t care about the cost, go ahead. If
you do get some, you can sell them, or a gift of a new piece of equipment for
me is always appreciated. I have heard that they are going to release some
new science skills, including reverse engineering. I am not sure, but to the
best of my understanding, reverse engineering will allow you to take
something like a module, and attempt to disassemble it and make a BPC for it.
I don’t know how it works beyond it needs a research lab slot, and I believe
there will be a chance that you will destroy the item and get nothing. This
will be a big thing for scientists, as they will be in more demand than
before. Also on the ship modification front, they may also be releasing the
ability to make specific modifications for ships to further customize them,
and improve their abilities, at the expense of others, like modules but more
permanent. Theses modifications can be sold on escrow, but the ships you
modify cannot be sold. Also in RMR they are releasing Jet can flagging for
ore thieves and people who steal from pirate drops. This is meeting mixed
reactions, as many miners fear ore thieves will use alts to transfer ore to
another jet can so they miner cannot get at it without being flagged. This
new system will require some testing and adapting to it to find the best way
to stop ore thieves. Also on the drawing board is the ability to lease moons
from the empires for building a POS in safe space. This will increase the
supply of moon materials and other POS commodities, and increase the demand
for ice products and other POS fuel requirements. I haven’t heard much on the
topic of the POS industry, so I would be cautious about proceeding with
building a POS as I don’t know if the market has stabilized yet. Named POS
parts may be dropped from Elite NPCs in the future as well. They are also
optimizing drones to help reduce server load on the EVE servers to improve
performance for everyone. This seems good, but alas there is a down side.
They are reducing the drones by 2/3, and increasing the power of drones by 3x
so you don’t lose the DPS. New drone types are being released, such as
Electronic warfare and sentry drones. Skills will be changed to increase the
drones abilities, and damage. This will result in a decrease in the demand
for drones, as fewer will be lost.

October 28, 2005
I have been following the Dev Blogs, reading the forums, and my copy of EON
(the Official EVE Online Magazine) and found some rather interesting things
that will affect the way business is done in EVE. First, they are going to
release 2 new capital ships; Titans and Carriers. These are the last of the
big ships for a while, as they are speculating it will be 2 years before
anyone has the resources to build a Titan. Carriers will likely be available
in about 3 months after their introduction, based on the first Dreadnaughts
showing up about 2 months after being introduced. To fuel the economy and
growing need for resources, many new mining things will be released. These
include Tech 2 Mining barges, new mining skills, Mining Implants, mining gang
bonuses, and more mining ships. Titans will serve the role of rapid fleet
deployment, and support role. Titans will eventually get a ‘super weapon’,
which they elude to being very powerful, like the “Deathstar”, but you won’t
see that for a long time.

October 11, 2005
I have been reading the “In Testing” section of the Developer Blogs, and they
are some interesting things coming. Tech 2 Mining ships, battle cruisers,
cruisers, destroyers, and I think battleships coming in the future. This will
increase demand for minerals, and possibly combat. The battle cruisers are
going to take more of a command role in fleet battles, heavy assault ships
with electronic warfare, and a few more specialities. Destroyers may be a
long range frig killer, but have diminished short range abilities. To balance
out this large influx of new ships and demand, they are looking to introduce
tech 2 Mining barges, and hopefully more mining bonus ships. They are also
looking to introduce new mining equipment, skills, gang bonuses, and
implants.

September 16, 2005
I am a business student, and the economy in the game is very interesting and
dynamic. So I though it would make a good subject to write about. I don’t
have a lot of connections in the game, but I have found interesting tid bits
of information, that combined with my general observations and my 90% in
Economics, make for some interesting interpretations of market conditions,
and predictions. This will be updated as I note changes in the economy. First
of all, in the last patch, Cold War, many star gates were removed, making
trade more difficult, and causing prices to increase for certain commodities.
Capital ships were introduced which caused a massive increase in the demand
for minerals and other resources. People are commenting that a more efficient
method of mining needs to be implemented to meet the demands of the people
building Dreadnaughts and Freighters. The Player Owned Station Industry is
over supplied and very unprofitable. This has caused a large drop in the
price of commodities produced by a POS due to overproduction and low demand.
There is speculation that with out some large improvements on the programmers
end, the industry will collapse in a few months, and only a few stations will
remain. Due to the low number of Original Blue Prints for Tech Level 2 Ships,
and Equipment there is a high demand for the products, causing prices to sky
rocket. Morphite, an important part of Tech 2 items, so the price is not very
high yet, but will explode by November when the next expansion Kali, is
released. Outposts are now available to be constructed in 0.0 space, opening
up new markets, and resources. This will cause a large amount of materials to
hit the market once more are up and running. In the Kali Expansion, there is
rumour that they will release the Titan, the largest ship ever built. This is
said to be a mobile station, and will cost around 20-30 Billion ISK to build.
A few weeks ago there was an article in the news that one Alliance built an
Outpost in 0.0 space. They quoted the price at upwards of 30 Billion ISK, and
took the collected efforts of 30 corporations to construct. Prices for
Capital ships has dropped to around 800 Million ISK for a Dreadnaught, and
750 Million ISK for a Freighter. My overall recommendation is stock up on
minerals, and watch the markets to see what is in demand. A new market will
open up in a few weeks, and the demand for resources will increase many fold.

37. Frequently Asked Questions
Q: Can I recruit members of another race with out having the Ethnic Relations
Skill?
A: No, you must have Ethnic Relations to recruit members of another race.
Also, you can only have 20% of you members from other races per level. IE. If
you are Caldari, in a 20 member corp, you can only have 5 non-Caldari members
total, not 5 of each race.

Q: Is there anyway to see who is taking what from the Corp Hangars?
A: Not at this time. Currently Corp Hangars and Audit Containers only record
who put things in to them, not who took anything out. The best way to prevent
theft, is limit access to what you deem valuable.

Q: What are Corp Shares used for?
A: Corp Shares are used for making vote on internal matters in the corp, like
removing a CEO, or appointing a director. They are also used for paying out
dividends to shareholders.

Q: What does “Query” mean in hangar access?
A: “Query” in that sense means the person is allowed to look at the items in
the hangar or container.

Q: Can I charge Corp Taxes on certain people and not others?
A: No, taxes are collected on all bounties corp members receive that are
35,000 ISK or more.

Q: Does it bother you being asked newbie-type questions?
A: No, I am writing this to help others become better at the game, and
function more efficiently and safely. I will answer any question I am asked
to the best of my ability, provided it is relevant to the game (no matter how
basic), or you can convince me it has some importance. It is by asking
questions, I learn more, you learn more, and I can write a better guide to
help others.

Q: What is an Insta?
A: Instas are bookmarks that take you directly to a point of interest. These
are mostly used to minimize the risk and travel time of moving a long
distance, but having books marks that will take you into range of an object
that you must use, eg. Warp gate or stations. To make one, for a station,
simply fly to over the top of the station, and make a bookmark.

38. Credits
Douglas Adams for his series of books, The Hitchhikers Guide to the Galaxy
for the ideas for the title.
Nukes for showing my EVE and helping me to get started.
Diamond Dogs for accepting me in to their corporation, and supplying me with
much of the knowledge I have obtained, ships and equipment for me to test and
much more.
Crimson Dragons for giving me the position of Director, and all the resources
needed to further my skills and help others.
Amarrian Android for letting my use his drone guide.
Thor007 for helping me to edit my guide and prove that it works.

39. Contact information
If you have a suggestion, something to add, a correction, or questions
regarding this guide, you may contact me via e-mail at;
fraszoid@yahoo.com
or in-game message;
Fraszoid

Thanks you reading, more updates to come.

Copyright 2005 Fraser Sulatycki

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