(a) Tutorial objective

NPC target Wrecks ready not ready Goal 1: Build Base Goal 2: Get Fuel Goal 3: Arm Fleet Scout for NPCs or Unguarded Wrecks Goal 4a: Win Fight Goal 4b: Find Unguarded Wrecks Goal 5: Loot & Salvage Goal 6: Upgrade Ships Final Goal: Kill Harder NPCs

(b) Warship construction objective

5 → one frame core 7 Kernels gun + ammo hull materials Building Foam WORK THE RIFTS (lens + extractor) Short-lived rifts → Crude Matter ore Fine crude → Brine → Still Kernels (hull cores) Rough Old crude → Salt Crude → EU-40 / SOF-40 (big-engine fuel; also a better base fuel than D1) FIGHT & LOOT Deliberate-death loop: free ship + graveyard access Graveyard drones + derelicts Fossilized Exotronics → frames Feral Data (currency) Feral Echoes Elite 'Grave' patrols (fleet fights) Exclave Technocore ~7%/wreck Rare roaming bosses (Dowser / Scrivener) Kill-salvage (also reprocesses into Alloys/Weave/Composites) THE BASE CHAIN Portable shops (no grid needed): Field Refinery / Printer / Refuge Network Node — the powered hub; starves → everything offlines Node shops: Refinery · Printer · Mini Berth · Assembler Berth = 1 Technocore + 20 Foam Heavy Berth = 1 Synod Technocore (source unknown) + 130 Foam BUY (one item only) Standing trader, Keep station: 28 Feral Data = 3 crude lenses MINE THE BELTS Comet rock → ice D1 fuel (ships + base) Char / Slag rock → minerals + metals Refine + print: Alloys · Weave · Composites · Circuits · gun + ammo Ember / Glint / Soot rock → tar + weave feedstock W0 Ready W1 Recurve W2 War chest W3 Shipyard W4 Frigate W5 TADES W6 Beyond
Figure 5 Workflow schematics outlining the steps and supply chains of two EVE Frontier objectives: (a) the tutorial, (b) warship construction.