Patch 11.0.5 Now Live
Major balance changes to all classes, new dungeon difficulty, and holiday events are now available. Check out the full patch notes for details.
eve online economy
The EVE Online economy is one of the most complex and player-driven virtual economies in gaming, often compared to real-world markets. Heres a breakdown of its key aspects: Player-Driven Economy - Almost all items (ships, modules, ammunition, etc.) are crafted by players using resources gathered in-game. - No NPC vendors sell end-game gear; players control production, pricing, and supply chains. - The market is influenced by supply/demand, speculation, wars, and scams. Key Economic Mechanics - ISK (Interstellar Kredits): The primary currency, earned through PvE, trading, industry, or scams. - PLEX (Pilot License EXtension): A tradable item bought with real money (for subscription time) and sold for ISK. - Resource Gathering: Mining, planetary interaction (PI), and gas harvesting fuel industry. - Manufacturing & Research: Players build everything from basic modules to Titans (capital ships). - Market Hubs: Major trade centers like Jita (The Forge), Amarr, Dodixie, Rens, and Hek. Inflation & Market Manipulation - Wars and large-scale destruction (e.g., "The Bloodbath of B-R5RB") can cause price spikes. - Speculators hoard resources or manipulate prices via buy/sell orders. - Scams (e.g., margin trading fraud, contract scams) are common but policed by player vigilantes. Nullsec & Alliance Economies - Nullsec alliances (like Goonswarm, Pandemic Horde) control regions, taxing members and running massive industrial operations. - Sov warfare (territory control) affects resource availability. - Some alliances have SRP (Ship Replacement Programs) to fund player losses in wars. Real-World Value - ISK can be indirectly bought via PLEX (though CCP bans direct RMT). - Some players make real money through in-game trading or mercenary work. - The EVE economy has been studied by economists (e.g., Harvard Business School). Recent Trends (2023-2024) - Scarcity Era (2020-2022): CCP reduced resource availability, shaking up markets. - Industry Changes: Rebalances in manufacturing and mining profitability. - PLEX Omega Changes: Subscription models adjusted, affecting PLEX demand. External Tools & Data - EVE Marketer / EVE Tycoon: Market analysis tools. - zkillboard: Tracks ship losses (affecting demand for replacements). - EVE-Central / EVE Market Data: Price history APIs. Why It Matters EVEs economy is unique because it mirrors real-world capitalismcomplete with boom/bust cycles, cartels, and even espionage. Players must adapt to shifting markets, making it a game of spreadsheets, logistics, and ruthless opportunism. Would you like a deeper dive into a specific aspect (e.g., industry, trading strategies, or historical market crashes)?
The EVE Online economy is one of the most complex and player-driven virtual economies in gaming, often compared to real-...
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Major balance changes to all classes, new dungeon difficulty, and holiday events are now available. Check out the full patch notes for details.
Celebrate the season with special quests, unique rewards, and festive activities throughout Azeroth. Event runs until January 2nd.