(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.
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