Category Archives: Null Sec

The Imperium Rebuffed at UALX-3

Apparently we ran out of Eagles.  Or that was the word by the time I was able to get logged in and join one of the reinforcement fleets.  I had an Eagle.  It was the ship I brought out on the first move op.

Heading eastward through an Ansiblex

But it was too late by then.  By the time I was in a fleet and up on voice coms we were being told to stand down, that we had been thwarted in our first major battle of the brewing war.

All of this was around the ihub in the system UALX-3… another system with some history, where another big fight took place… located in Tenerifis, where we were just a few weeks back.  The Imperium had reinforced the ihub and the timer came out yesterday afternoon my time.  PAPI decided to contest this and a tug of war over control of the system broke out, running for several hours.  The joys of Fozzie Sov.

Northwest Tenerifis – June 24, 2022

The system is not too far in from Catch, where we are staged currently, and would make a good forward base if we could grab it and hold it.  However, we failed to do that.  The battle report, which covers all of the systems in the constellation, because that is how the sovereignty contest system works, with nodes appearing constellation wide to fight over, showed very even numbers

Anyway, the header from the battle report:

Battle Report Header

1,400 pilots counted in the tally, divided between the two sides,  though those who don’t get on a kill mail somehow, which often means logi, don’t end up on the main report.  Still, a significant number of ships on the field, with 1,604 ships destroyed, which means there was significant numbers re-shipping and returning to the fight after they were blown up.

All told, just shy of 209 billion ISK was destroyed in the fight.  We’re not into World War Bee top ten battles territory yet… not even close… but for the opening of a conflict it is not insignificant.

The Imperium lost both the objective and the ISK was and had to pull its forces back to its staging system to regroup.  This failure means a reassessment of the plan of attack no doubt, along with a call for more supplies and more pilots to move to the staging Keepstar in Catch.  Move ops are carrying on and contracts are going up on the market to supply the war effort.

We will see how the next strike fares.

Reflecting on the CSM17 Ballots and Voting

We had the CSM17 election results last week, the culmination of a couple months of effort and the outcome was about as expected.  Null sec candidates won a majority of the seats.  That they won 8 rather than 7 was probably the closest we got to a surprise.

The CSM17 Winners

I am being a bit glib with that statement, but only just.  The CSM has changed over the years, but ever since null sec realized that if they didn’t have a seat at the table that non-null players would happily put null sec play styles on the chopping bloc for their own benefit, the null sec blocs have used their numbers and organizational power to see that they were not only represented, but over represented.

And like the outcomes, the responses to the results have been just as predictable.

Fortunately CCP gives us a lot of data about the election so we can all pour through the results to our heart’s content.  Angry Mustache, newly elected to the CSM, took over Suitonia’s old role and converted the ballot data, which is all just numbers in a file, into a spreadsheet in order to display the various ballots that were cast.

Then KZDavid took that data and created a summary chart that groups all the ballots by the top three candidates on them in order to make the ballot data a bit more digestible.  I am going to steal the updated version of his chart for the basis of the next part of this post.

KZDavid’s CSM17 Ballot Summary Chart

I tallied up the totals for ballots that had three null sec candidates at the top (I had to give Hy Wanto Destroyer a pass because he was second or third on a number of null sec ballots, but I didn’t count any where he was first) and came up with 15,249 ballots cast, which represents 49% of 30,814 total ballots submitted in the election.

Is null sec half of the game?  I don’t think so.  It is certainly more that the long discredited 15% number that has bandied about for years.  And we saw 35% of those logged into the game just in Delve back at the second battle of M2-XFE.   But even if null sec isn’t half the total active game population, they don’t have to be.  Only Omega accounts, those who are subscribed via real world money or PLEX, are allowed to vote.

I also don’t know how many Omega accounts are active in the game.  I have been down “the how many people play” path before.  I would have guessed at a number around 100,000 a year ago.  It is probably less now, but it seems pretty clear that not every Omega voted.

So null sec votes in greater numbers than other areas of the game.  In fact null sec votes in numbers almost equal to all other areas of the game combined, and in an election, voter numbers matter more than total numbers.

Null sec also votes with greater focus and/or organization.  More than one third of those null sec votes, or more than one in six of all ballots cast, were for the top of the Imperium ballot.  That was enough to elect three candidates in the first round and still trickle down some votes to the fourth spot on the ballot.

Other null sec groups voted in smaller numbers, but with similar focus, sticking to the ballot endorsed by their leadership, and the top candidate on all of the null sec group ballots was elected.

And so null sec is represented beyond its numbers in the game, because even the most pro-null player isn’t going to insist that 80% of the game is out in 0.0 space.

How do we change that?

First, I am going to assume that somebody wants to change the way things are just based on the amount of bitching.

I am also going to assume that CCP wants to maintain the whole elected council aspect of the CSM as that stirs up a bunch of game coverage, even if a lot of it is within specific niches of the community.  Those who say that the CSM is just a PR exercise are not wholly wrong.

And, finally, I am not going to suggest the unlikely.  High sec, low sec, and wormhole groups are not going to suddenly come together and organize into any sort of effective voting bloc.  It isn’t impossible, but it requires a lot of work.  You cannot just wait until next year when CCP announced the CSM18 election schedule and think, “I’ll start on my campaign now!”

If you’re not on a null sec ballot and you aren’t famous, you should probably start campaigning today.  You don’t have to be overt, but you should start getting your name out there, engaging in good faith discussions about the game, and generally laying the groundwork.

So, in thinking this through, I have come up with two things that CCP could do to try and change the makeup of the council.  And one of them will actually work.  They are:

  • Pack the Council
  • Put Voting in the Game

Put Voting in the Game

We’ll start with the second item first, putting voting in the game, as it is the least likely of the two to change anything.

The idea is to get more people to vote.  Early on many critics of complained that CCP was not doing enough to get out the vote.  To CCP’s credit, they have… if slowly… over time piled on more and more ways to tell people about the CSM elections.  We’re at the point where it is on the launcher, announced in a pop-up at login, comes to you via the email address associated with your account, gets a dev blog, a login event, in-game voting information stations, and CCP sponsors a host of candidate interviews.

So they have been putting in some effort.

But in the end you still have to leave the game and go to the web site, get logged in, which for me means dragging out my phone and finding the Google Authenticator app, navigate to the right page… because when I logged in it didn’t return me to the voting page I had started at… and figuring out to vote in something of a sub-optimal UI.

It isn’t a horrible experience.  But it isn’t the best experience either.

So the operating theory for some who still think CCP is deliberately suppressing the vote to favor null blocs… I kid you not… is that what CCP needs to do is put voting in the game.

And I could see that as an improvement.  Put it in The Agency, give it a decent UI, pop that at login every time somebody enters the game during the election until they have voted, and given them something… some ISK or some skill points or an “I voted for CSMXX” hat… once they have voted.

They could even make it a polling interface in The Agency that they could use for other questions or issues with the player.  It doesn’t even have to be used for serious things all the time.  You could have votes for favorite faction cruisers just for grins.

And, of course, if an Alpha account logs in CCP can remind them that the franchise is for Omegas, so please subscribe to vote.

Done right, it could boost the election turn-out.

Would it make a difference to the results?  Maybe?  I don’t think you’re going to roll back null sec bloc votes to less than six seats.  But maybe it keeps null sec from grabbing eight seats again.

Pack the Council

This option will work, if your goal is simply to get a few more non-null sec voices on the CSM.  Basically, CCP just needs to go back to a larger council.  If CSM17 had been 12 players rather than 10, there would have been two more non-null sec voices.  If it had been 15, there would have been five more non-null sec players elected.

The coordinated, targeted, ballot oriented voting of the null sec blocs goes deep on a few candidates quickly, then peters out.  If you go back to my election results post and look at the order of elimination, you have to go backwards quite a ways before you find another null sec candidate.  If they missed the early trickle down of vote, they did not hang out for long.  Pando was a rare exception, squeaking in due to broad support outside of his bloc.  But the fifth candidate on the Imperium ballot, Hyperviper1, was out in round 16.

So CCP could get wider representation on the council fairly easily by just having more people on it.

CCP reduced the size of the council to ten with the CSM12 election because they wanted to fly the entire council to Iceland for the summits.  There was some immediate analysis about how that would affect representation.  What has come to pass is that null sec owns 6-8 seats on the council.

CCP could expand the council and bite the bullet on the cost of a comping a couple more people for a trip to Iceland.  But given that Covid has kept there from being a live summit for a couple of years now, they might just opt to keep them remote in any case.  That would be a disappointment to many, as getting to know the CCP team socially creates a bond that makes them easier to work with.  But it wouldn’t surprise me.

What Will Happen?

Probably nothing.

The status quo serves CCP’s needs when it comes to publicity and player engagement and looking like they’re listening.

Would they like a more diverse council?  Probably.

Would they spend another dime to get it?  Probably not.

Would they listen to a more diverse council any more than they currently do? Not a chance.

But if they did want to change something, they do have options.

The Imperium Deploys East for War

The Initiative and the Goon Expeditionary Force just spent two months burning down FI.RE’s territory, sweeping clear the flood plains before their home, arriving at the gates of the main staging system in Tenerifis.  We returned from that operation at the end of the first week of the month.

Capital ships taking a gate on the way home

That expedition came about because FI.RE and their PAPI allies were poking at our eastern border.

The lesson did not stick though.  Soon after we withdrew FI.RE and PAPI… not that there is much of a distinction between the two at this moment… returned to our eastern border and began attacking structures, culminating in the destruction of a Dracarys Keepstar in 68FT-6.

If that system sounds familiar, it might be because that was where Judgement Day occurred, when The Judge sold out Circle of Two, handing their Keepstar over to the Imperium, leading CO2 to implode after their leader was banned for threatening to cut off The Judge’s hands.

Good times

But I digress.

Instead of a weekly fireside update, yesterday was scheduled as a State of the Goonion address, at which The Mittani would deliver a short address after which forces would be mustered and move ops would begin.

The full text of the State of the Goonion has been posted over at INN.  But, in summary, this was all BS and we weren’t going to stand for it any more.  The full weight of the Imperium’s war machine would hove eastward to deal with this menace.  Impass is something of a fringe zone, not really in our space but we have assets there.  The hard line is at the Catch border, so we will be going there.

Some new doctrines will be in use, which meant I had to come up with some new ships (at which I failed, the market was bare by the time I got there) and older ones would be left behind. (I still have too many Megathrons sitting around, bought in anticipation of the final climactic battle in 1DQ that never came.)  At least I had a couple of Eagles on hand, as that was one of the doctrines going to the front.

And the movement of forces eastward began.

I was actually busy at home and missed the first round of move ops, which was probably fine.  The first op was a combined capital and sub-caps op, which always moves very slowly.  I did several of those on on the GEF deployment and they can be trying.  And, by the time I was ready to move there was a sub-cap only move op going, which took all of ten minutes to run from undock in 1DQ1-A to arrival in our staging Keepstar.

Heading eastward through an Ansiblex

There were ops starting not long after I arrived.  But, as usual, I brought the wrong ship first and couldn’t go along.  But I got out on the first day of deployment, which is usually a good thing.  I will wait for the supply train to catch up and buy whatever else I need out there.

And the propaganda war has begun.  The meme engines are revving up.  Soon I predict the most popular thing to complain about on r/eve will be people posting about the war.

Just two years ago World War Bee kicked off.  Are we on to another big war again?


Introducing Your CSM17 Representatives

As has become standard practice, CCP did an hour long election reveal on Twitch yesterday to announce the winners of the CSM17 election.

CSM17 is approaching

For those who want to cut straight to the end results, here are the 10 candidates that made the cut for CSM17

The winners were:

The CSM17 Winners

Or, listed out in alphabetical order:

  1. Angry Mustache – Goonswarm Federation
  2. Arsia Elkin* – Electus Matari
  3. Brisc Rubal* – The Initiative
  4. Jinx De’Caire – Brave Collective
  5. Kazanir – Goonswarm Federation
  6. Kenneth Feld* – Pandemic Legion
  7. Luke Anninan – Fraternity
  8. Mark Resurrectus – TURBOFEED OR GLORY
  9. Pandoralica – The Initiative
  10. Storm Delay – Pandemic Horde

*CSM16 Incumbent

For those who want a more detailed play by play, but who don’t want to watch the whole one hour stream, here are a few of the highlights.

30,814 total votes were cast for CSM17, down from 38,086 cast in the CSM16 election, 36,120 cast in the CSM15 election, and 32,994 cast in the CSM14 election.

The top 15 countries based on votes cast were:

  1. United States – 9,923
  2. United Kingdom – 3,271
  3. Germany – 2,729
  4. China – 2,275
  5. Canada – 1,447
  6. Russia 1,038
  7. Australia – 1,001
  8. Japan – 859
  9. Netherlands – 744
  10. France – 632
  11. Sweden – 458
  12. Poland – 402
  13. Norway – 387
  14. Denmark – 327
  15. Austria – 299

There were 44 candidates in the running, down one from the originally announced list, as Kismeteer of Pandemic Horde was dropped or dropped out, I am not sure which.  That meant there would be 34 elimination rounds to get to ten winners.

The first round saw two candidates elected outright with the first place votes, Kazanir, who was at the top of the Imperium ballot and got 5,574 votes, and Luke Anninan who topped the Fraternity/PanFam ballot, who received 4,302 votes.

The ballot quota to win in the first round was 2,802 votes (down from the 3,463 quota for CSM16, the quota being based on the number of votes cast… 2,661 was incorrect on the stream, and not the only error there) and the votes received in excess of the quota were spilled over to candidates further down their respective ballots, which was enough to then elect Angry Mustache and Brisc Rubal, who were second and third on the Imperium ballot, as well as Kenneth Feld, who got the excess from Luke Anninan.

CSM17 Round One Elected and Eliminated

There is the power of the Imperium ballot.  Looking at the ballot listing from the data, it looks like 5,105 accounts votes the straight Imperium ballot, which was:

The Imperium Ballot

2,110 accounts voted what I am going to guess was the the PanFam or Fraternity ballot.

1,322 accounts voted for a ballot with Brisc Rubal at the top, which I am going to guess was The Initiative ballot.  They are part of the Imperium, but they do their own thing and we love them for it because they make everything more fun.

At the other end of the spectrum, looking again at the ballot data, almost 2,000 accounts voted for exactly one candidate.  500 alone voted for just Luke Anninan.  And if they did that, their votes did not spill over if they were in excess of quote or if their candidate was eliminated.  A lot of people also voted for just two or three candidates.  That is a way to waste the power of your vote… or withhold it from other candidates I guess, if that is your thing.

Anyway, at the other end of the spectrum from those elected in round one, Redline XIII was the first candidate eliminated, having received only 35 first choice ballots and not much spillover from other ballots.  I guess hosting the second most popular EVE Online stream isn’t as useful as it seems.

Meanwhile, Pandoralica, fourth on the Imperium ballot (and second on the ballot of The Initiative) , was way back in the pack.  But as time went on and candidates were eliminated, he slowly climbed up the ranks, staving off elimination and gaining ground on many of those ahead of him as spill over votes seemed to find him time and again.

It wasn’t until Round 30 when the next candidate met quota and was officially elected, an honor that went to Storm Delay.

The state of the votes at round 30

At that point the writing was pretty much on the wall, with the top 10, including Pando, holding on to their positions.  There was a brief run where the long serving Steve Ronuken managed to get just enough spill over votes to keep ahead of last place and elimination.  But, in the end, he did not make the cut.

The round by round eliminations were:

  1. “Redline XIII” with 38.683203 votes
  2. “Mifune SwordGod” with 39.738407 votes
  3. “Kane Carnifex” with 53.795442 votes
  4. “Sarin Blackfist” with 58.116851 votes
  5. “Winzentowitsch Madeveda” with 101.100772 votes
  6. “Furnok Dorn” with 101.532115 votes
  7. “TheSupremeMagus” with 116.053701 votes
  8. “Styxx” with 122.578174 votes
  9. “Scrapyard Attendant” with 131.585791 votes
  10. “Agondray” with 132.738948 votes
  11. “Trottel Elf” with 145.539800 votes
  12. “KaeL EaglesEye” with 150.616075 votes
  13. “Aliventi” with 154.500528 votes
  14. “Gideon Zendikar” with 156.192970 votes
  15. “Scott Renton” with 188.574689 votes
  16. “hyprviper1” with 192.365127 votes
  17. “White 0rchid” with 207.269248 votes
  18. “Cael Caderu” with 229.013897 votes
  19. “Nala Queen” with 256.183634 votes
  20. “Baldin Tarmain” with 281.266542 votes
  21. “Shui Jing Jing” with 325.858882 votes
  22. “keacte” with 421.369099 votes
  23. “Moce” with 443.263086 votes
  24. “Drake Iddon” with 452.269139 votes
  25. “DutchGunner” with 478.098265 votes
  26. “Benjamin Rushing” with 553.181102 votes
  27. “Kshal Aideron” with 670.013182 votes
  28. “Phantomite” with 740.696670 votes
  29. “Stitch Kaneland” with 913.987263 votes
  30. “Hy Wanto Destroyer” with 1139.782385 votes
  31. “Alasker” with 1236.195771 votes
  32. “Steve Ronuken” with 1277.302114 votes
  33. “Torvald Uruz” with 1447.666023 votes
  34. “Ithica Hawk” with 1874.264451 votes

That means that should somebody leave the council… either in disgrace or due to being hired by CCP, another recent hazard… Ithica Hawk will be next in line to join the CSM.

And how did I do on my guess as to who would make the cut?  I had made the following call:

  • Kazanir – Goonswarm Federation
  • Angry Mustache – Goonswarm Federation
  • Brisc Rubal – The Initiative.
  • Steven Ronuken – Fuzzwork Enterprises
  • Kenneth Feld – Pandemic Legion
  • Phantomite – Snuffed Out
  • Luke Anninan – Fraternity.
  • Pandemic Horde Ballot Slot 1 (or 2 if 1 is Kenneth Feld)
  • Torvald Uruz – Abyssal Lurkers
  • One of the wormhole candidates if they can get their act together

With the following as wildcards:

  • Pandoralica – Has a strong following outside of the Imperium
  • Redline XIII – Host of the second most popular EVE Online talk show
  • Arsia Elkin – 11th place last year, so why not 10th this year?

I guess I was completely wrong on Redline XIII.  I always think streamers are going to do better than they end up doing.  And alas, Steve Ronuken, he was not the independent juggernaut he once was I guess.  Nor were Torvald Uruz and Phantomite, though Torvald was the next to last to be eliminated.

But I got seven of the ten elected on my main guess, with Storm Delay being that Pandemic Horde placeholder and Mark Resurrectus being the wormhole placeholder candidate.  And two of my wildcards, Pandoralica and Arsia Elkin, made the cut.

So I named thirteen people or placeholders and nine are on the CSM.  The only one I missed mentioning was Jinx De’Caire.  And if I can pick nine winning names out of a pack of 44, I guess one conclusion might be that the election process is getting a bit predictable.

And so it goes.  All the information I have listed and more is available at the links below.

I’m not sure which Reddit thread to link.  They’re all pretty salty at the moment about 8 null candidates winning.  But null blocs vote.  The three ballots I mentioned earlier on added up to almost 28% of those who voted.  The first ballot in the data set without a null sec candidate at the top of it had 318 votes, and it was in the middle of a sea of ballots with a null sec candidate at the top.  Null sec is motivated to vote in a way other areas of the game are not, and non-null candidates running on a platform of nerfing null sec only motivate null sec even more so.

So it goes.


The May EVE Online Monthly Economic Report Lands with Updated Charts and Data

I was not ready to get the May MER so early in June.  It historically doesn’t land in single digit dates.  But CCP has a new data scientist working on it now, CCP Estimate, and they have gone to town both on speed of delivery and expanding the data presented.  It is nice to have good things to say about CCP.

EVE Online nerds harder

I could probably spend a full post charting the new and updated items in the MER, but if I want to keep this to a reasonable length I had better just show rather than tell.  So on to the usual format, going through production, destruction, trade, ISK, and mining, with the enhanced information.


As usual I will open with production and the chart I always use, though this time it has some extra spice to it.

May 2022 – Production vs Destruction vs Mined

The usual chart has three new sub charts that break out where the three things tracked happen by area of space.  Honestly, I’d like those sub-charts full size with data, but I’ll take them as is because they give a simple graphical view about where things happen in New Eden.

When it comes to production, we did see an uptick with the reduction in cost to manufacture some capital ships, notably dreadnoughts, that came with the Siege Green update in May.  They are still much more expensive than they were before the April 2021 blueprint change… a dreadnought hull still costs more ISK than I can afford to lose, so I won’t be buying/flying one again… but the price has been reduced enough to make them viable for some groups.

However, because people knew the change was coming, there was also a anticipatory dip in production between the announcement and the patch, which evened out the total production for May.  The data from the chart above indicates that there was 80.25 trillion ISK in production in May, up slightly from the 76.07 trillion ISK recorded April.

In the regional stats, the top ten regions for production were:

  1. The Forge – 19.03 trillion (High Sec)
  2. Delve – 11.17 trillion (Imperium)
  3. Vale of the Silent – 9.17 trillion (Fraternity)
  4. Lonetrek – 6.76 trillion (High Sec)
  5. The Citadel – 5.50 trillion (High Sec)
  6. Tribute – 4.87 trillion (Fraternity)
  7. Fade – 4.59 trillion (WE FORM BL0B)
  8. Malpais – 3.35 trillion (PanFam)
  9. Domain – 2.94 trillion (High Sec)
  10. Heimatar – 2.88 trillion (High Sec)

As usual, regions that feed Jita and null sec top the list.  Overall the regional stats data showed a total of 105.9 trillion ISK produced, up a bit from 101.56 trillion ISK in April.

And supporting my “Jita/null sec” production statement there, we have the security band chart, which I have pulled out from the chart above to be its own thing.

May 2022 – Production by Security Band

There is a bit of production in wormhole space and low sec, but it is dominated by null sec and high sec.


Using the chart at the top of the post, destruction somewhat flat across April and May, with the data showing that 30.65 trillion ISK was destroyed in New Eden in May, up slightly from the 29.59 trillion ISK the same data showed for April.  Things were blowing up and there was a small conflict brewing in the southeast of null sec.

The regional data showed the following as the top ten regions for destruction in May:

  1. The Forge – 2.16 trillion (High Sec)
  2. Pure Blind – 1.55 trillion (Brave/V0LTA)
  3. Pochven – 1.53 trillion (Triglavian)
  4. The Citadel – 1.50 trillion (High Sec)
  5. Lonetrek – 1.28 trillion (High Sec)
  6. Delve – 1.15 trillion (Imperium)
  7. Vale of the Silent – 1.11 trillion (Fraternity)
  8. Sinq Laison – 1.08 trillion (High Sec)
  9. Metropolis – 1.06 trillion (High Sec)
  10. Tenerifis – 1.05 trillion (FI.RE)

All told, the regional data says that 32.37 trillion ISK in value was destroyed, up from 29.78 trillion ISK in April.  The regional data, however, does not include Wormhole space, and I would really like to be able to reconciled the produced/destroyed/mined data with it.

But we do have one of those sub-charts to give us some insights.

May 2022 – Destruction by Security Band

I love this chart because it debunks a series of regularly regurgitated myths, wishes, and outright whole cloth lies that get trotted out every CSM election season, and the past election was no exception.  Clearly some people think it is a requirement to call for null sec to be nerfed and blame it for any and all game woes.  The ghost of Olmeca Gold continues to haunt us.

What the chart says is that things get blown up in null sec and foot stomping statements about it being perfectly safe or that only some tiny minority of players ever go there are just nonsense. (Also, you can see the two battles of M2-XFE sticking out in that chart.  Not only did the second battle reset a couple of Guinness Book records, according to CCP 35% of the logged in accounts during the battle were in Delve.)

I will say that it is heartening for low sec to see that they aren’t as dead as some claim either.  And high sec, while a lot blows up around Jita and along the trade routes, isn’t quite the massacre it can be made out to be.


This is the one section where I do not having something new from the MER to throw into the mix.  But that is fine, the next section, about ISK, will more than make up for it.  The top regions for trade in May were:

  1. The Forge – 436.1 trillion (Jita)
  2. Domain – 42.58 trillion (Amarr)
  3. Sinq Laison – 15.51 trillion (Dodixie)
  4. Lonetrek – 15.13 trillion (Caldari High Sec)
  5. Delve – 12.68 trillion (Imperium)
  6. Metropolis – 9.55 trillion (Hek)
  7. Perrigen Falls – 7.96 trillion (PanFam)
  8. Heimatar – 7.86 trillion (Rens)
  9. Vale of the Silent – 5.9 trillion (Fraternity)
  10. The Citadel – 4.44 trillion (Caldari High Sec)

That is pretty much all the usual suspects, the main trade hubs and the center of some of the null sec coalitions.  I all there was a total of 595.15 trillion in ISK traded, up from 572.52 trillion ISK in April.

ISK Faucets

Now into where the money comes from, starting with the top of the sinks and faucets chart.

May 2022 – Faucet end of the chart big chart

For those who cannot read the chart, which includes me, the top items listed are:

  • Commodity – 51.3 trillion
  • Bounty Prizes – 23.3 trillion
  • Incursion Payouts – 14 trillion
  • Trig Invasion Payouts – 13.1 trillion
  • ESS Bounty Payouts – 9.7 trillion
  • Agent Mission Rewards 3.6 trillion

Bounty prizes and ESS payouts, which go hand in hand, were both down for May while the rest of the list was up, with commodities especially so jumping almost 10 trillion ISK from April to May.

You can see that happening in the sinks and faucets over time chart.

May 2022 – Top Sinks and Faucets Over Time

The two were already diverging last month, a trend that continued in May, with Sleeper components, the wormhole loot, continuing to top the chart, though there was a surge in incursion loot as well.

May 2022 – Top Commodity Items Over Time

Bounty encrypted bonds, the loot from robbing ESS main and reserve banks, was also up noticeably.  We even have some updated charts on that.

May 2022 – ESS Regional Stats

You can see that Vale of the Silent, the home of Fraternity topped the list.  Interesting that other regions with nearly as much ISK tucked away in reserve banks did not see nearly as much robbed from them, but we’ll get to that.

The next chart, which shows the largest main bank thefts, includes a number of systems in that region that were robbed repeatedly.

May 2022 – Main Bank Thefts

That is anecdotally interesting, that Fraternity gets robbed more so than other groups.  More interesting though, to me at least, is the reserve bank chart.

May 2022 – Reserve Bank Thefts

This chart has been updated since last month and answers the magical question of how many reserve bank robberies are just the locals siphoning off the banks in their territory.  And the answer seems to be “most of them.”  All of the ones listed in brown on the list on the left side of the chart are “friendly robberies” where groups are just harvesting banks in territory they own.

This is, of course, not surprising.  A number of null sec groups, including Fraternity, declared their reserve banks to be “nationalized” back when the reserve keys were put into the game, and to be looted only for the benefit of the alliance.  So there, at the top of the list… and appearing three more times on the list… is TVN-FM in the middle of Fraternity space, all of which are friendly robberies.

As noted above, regions held by PanFam and the Imperium, which have nearly as much ISK tied up in reserve banks, have almost no robberies.  The fanfare to which the reserve bank keys were released almost a year ago… the Great Heist event, complete with login rewards… hasn’t lived up to the hype.

Moving on to bounty prizes, the top ten regions were:

  1. Vale of the Silent – 2.57 trillion (Fraternity)
  2. Perrigen Falls – 1.92 trillion (PanFam)
  3. Delve – 1.74 trillion (Imperium)
  4. The Kalevala Expanse – 1.54 trillion (PanFam)
  5. Fountain – 1.28 trillion (Imperium)
  6. Pure Blind – 1.10 trillion (Brave/V0LTA)
  7. Malpais – 1.07 trillion (PanFam)
  8. Querious – 1.01 trillion (Imperium)
  9. Insmother – 962 billion (FI.RE)
  10. Metropolis – 923 billion (High Sec)

Bounty prizes in the region data, which is bounties plus ESS payouts, added up to a total of 32.06 trillion ISK, up from 28.13 trillion ISK in April.  So bounties were up, but commodities were up even more.

All of that caused the money supply to go up.  No surprise in that.

May 2022 – Money Supply

There was more drawn from faucets and any impact of the subscription price increase was unlikely to have hit yet, so no huge quantity of money was counted as out of the economy due to inactivity caused by people unsubscribing.

And then there is the velocity of ISK, a chart I have tended to shy away from due to the possibility of manipulation by CCP… how it is counted is somewhat opaque.  But this month it comes with something new and interesting.

May 2022 – Velocity of ISK

The blue line is the one that CCP has been using for as long as this chart has been a part of the MER.  But now we have the red line which represents the velocity minus PLEX related activities.  That is essentially the velocity of ISK from actually playing the game rather than exchanging PLEX for ISK and related activities.  The PLEX related market looks to be considerably more volatile than the part related to simply playing the game.


Finally, the various forms of resource harvesting in New Eden.  Again, mineral prices remain well above historical levels… they are down from their peak, but still well above the norm of the history of the game and back on the rise still.

May 2022 – Economic Indices

So rising prices should be taken into account when looking at the regional stats.

May 2022 – Mining Value by Region

The May MER saw the return of the region mining values to the .csv files, so I haven’t had to go through and try to manually add up all the regions.  I was able to just use Excel to sum them all up, for a total of 17.84 trillion ISK value mined.  That is about 5 trillion more than the hand tally I made for April.  Prices were up and I guess activity was up as well.

The top ten regions for mining value were:

  1. Vale of the Silent – 1.54 trillion (Fraternity)
  2. The Forge – 750 billion (High Sec)
  3. Delve – 747 billion (Imperium)
  4. Metropolis – 602 billion (High Sec)
  5. Domain – 581 billion (High Sec)
  6. Tribute – 528 billion (Fraternity)
  7. Lonetrek – 510 billion (High Sec)
  8. The Kalevala Expanse – 481 billion (PanFam)
  9. Sinq Laison – 462 billion (High Sec)
  10. Derelik – 454 billion (High Sec)

High sec and null sec dominate the top of the list, but that seems to align with the sub chart we got back at the start of the post:

May 2022 – Mining by security band

Null sec and high sec still represent the widest bands, but low sec and wormhole space are growing, no doubt related to the gas requirements to create parts for capital production.  Now that capital blueprints are in the “still complicated and expensive but no longer completely nonviable” state, production of capitals will drive demand for gas and get more people out huffing.  The Imperium is running gas huffing classes now to try and bootstrap capital production to get it running again.

Meanwhile, the first chart in the post, way back up at the top, indicated that a total of 21.77 trillion ISK in value was mined, which includes wormhole space, so maybe these numbers agree in some way now?

Speaking of gas huffing, you can see it is on the rise, as noted, both in anticipation of demand and then based on actual demand that came from the blueprint changes we finally got.

May 2022 – Gas mining over the last 12 months by volume mined

It is the resource stream that wormhole space dominates and where low sec is strong as well.

Asteroid mining, which is basically the old school rock harvesting that many think of when mining is mentioned, remains steady, with high sec being the dominant location still.

May 2022 – Asteroid mining over the last 12 months by volume mined

Null sec, which has no asteroid belts anymore, remains as big as it is via mining anomalies.

Ice mining, another high sec and null sec activity, remained steady.

May 2022 – Ice mining over the last 12 months by volume mined

And finally there is moon mining.

May 2022 – Moon mining over the last 12 months by volume mined

This is one area where low sec should be much more significant than it currently is.  Back in the passive moon mining days there was a lot of activity with moons in low sec.  Now, however, they don’t seem to be worth the effort.

And so it goes, another month with the New Eden economy.  What I will be looking for when we get the June MER is the impact that the decline in the online activity might be having on the economy.  EVE Offline has been showing numbers dropping.

The concurrent user chart of late

2022 so far peaked back in January during the Doctor Who event and has started seeing a downturn since the price hike.  We shall see if that carries on.

As always, all of these charts and more along with the data underlying many of them is available for download from the MER dev blog.


An Exit from Tenerifis and Convoys Home to Delve

The high tide of the GEF expedition into the southeast of null sec has been reached.  After purging the flood plains of FI.RE and getting into their core region of Tenerifis, the end of the road was reached.

Two leading candidates

Late last week in the system of 46DP-O on the boarder with Detroid, a barrier was hit, the extent of our grasp was reached, and the campaign seemed to have reached its conclusion.

It wasn’t a defeat.  There was a point when titans were dropped and went on to lance the locals, destroying a Machariel fleet.  Capital ships engaged.

But the sov contest failed when we lost a HAC fleet or two of our own.  FI.RE and their PAPI allies held on and going back to try again seemed like more trouble than it was worth.  We had already burned down most of their core region.

Tenerifis – May 25, 2022

Come the weekend and the fireside it was announced that we would be pulling back.  The southeast had been burned down and some other groups were testing our other frontiers.  Fraternity had grabbed HED-GP in Catch and was making threatening noises about some slight by Imperium alliance Dracarys.  Meanwhile, some bits of PAPI had been nosing around Pure Blind, so the time seemed right to head home.

Of course, leaving is a challenge all its own.  In any deployment getting all your ships back home in one piece is a challenge, and I have already complained a few times about having ships scattered all along the route or our advance.  And the locals were not going to let us get away without some harassment.  There would be no solo/yolo flights home.  Gate camps awaited us in Tenerifis and Feythabolis and they were retaking the ihubs to re-establish their own footholds again.

So the plan was to move back one staging Fortizar at a time.  Our first move would be to pull back from Tenerifis to Feythabolis, then to Esoteria, and so on down the line to home, getting everybody to each stop.  That means a week’s worth of move ops because there is always somebody who doesn’t get the word or is late or on vacation or is otherwise busy.

I had been preparing to leave some smaller ships behind for asset safety, but for the first stage of the move out I actually left nothing behind.  It took a few trips out of our main staging Fortizar, but I have everything back in Feythabolis.

Saying farewell to Tenerifis for now

That was only four ships though.  That number became six once we got to the Feythabolis staging, and will become eight when we get back to the next stop.  That includes a blockade runner and some ammo and drone supplies that I brought out and then mostly never used.

But people are generous in letting others use hangar space in the capital ships jumping back.  I hope I won’t have to fly ALL the ships I brought or bought during the campaign back home.

Eventually we’ll get close enough to home that the move ops will be quick and end in Delve.  Once I can pile everything back in the Keepstar in 1DQ1-A I’ll feel better and swear once more that I won’t end up with so many ships on a deployment.  But somehow I always do.

Follow on:

So I meant to post this LAST Monday, and then every day there was something else I wanted to post, so here we are a week later and move ops have pretty much come to a close.  FI.RE and PAPI have popped our staging Fortizar in Tenerifis, so anybody who had things left behind will have to go find them in asset safety.

But there were lots of move ops.  I ended up going on three so between two characters flying ships and somebody carrying ships in their SMA space in the capitals, I managed to get all ten ships I somehow ended up with on the deployment back home to 1DQ1-A.

Of course, it was not without its minor challenges.  Move ops, especially combined move ops with capitals, supercapitals, and subcaps, tend to be slow and problems arise, people go AFK, instructions get ignored or misunderstood.  The patience of the FCs was pretty high given all of that.

It was basically 12 gates from Omist to home thanks to the Ansiblex jump gate network.  But supers can’t go through those and when you push capitals through allied gates you sometimes empty the tank and have to make another plan.

Sometimes the Ansiblex is just out of fuel

Still, it was one of those uniquely EVE Online null sec things, convoys of ships from frigates to titans all moving together.

Carriers, dreads, and faxes taking an Ansiblex

The enemy was on the lookout for stragglers, and did try to “waterboard” us a couple of times… that being the in-game term for just making move ops miserable by using drag bubbles and interdictors to slow everything down… but it wasn’t very effective.  I think self-inflicted slow downs were much more common.

Mostly is was gate, align, wait, capitals move, subcaps cover, do a jump, wait for a timer, rinse and repeat all the way back to Delve.

I remember when capitals couldn’t take gates

There are still people moving from some of the waypoints, but the most distant two are mostly clear… or completely clear in the case of the one in Tenerifis now that the Fortizar is gone.

Now to see what is next in Delve.

Action in Tenerifis

I managed to have some free time when a big op was planned on Saturday, so was able to actually see some action up in Tenerifis.  This was a planned op with a few objectives, so I was able to get on and ready before we undocked to get on a titan.

Getting on the titan for another op

The first on our list of things to do was to go babysit a coalition Fortizar that was set to deploy.  The bridge went up and we were sent on our way deeper into Tenerifis.

Off we go

We landed deeper in the region, ready for action.

Landing after the bridge

Once there we just had to hang around and wait for the timer to count down before it could then start its final 15 minute deployment.

A new Fortizar about to finish

That part of the op passed without incident… or without enemy interference.  Somebody in our fleet by the name of Smoky DaBud started shooting the Fortizar despite it being friendly and being told multiple times over coms to knock it off.  We were promised a Fortizar to shoot, but this wasn’t it.  Eventually our FC, Apple Pear, unable to get Smoky to stop, broadcast him as a target and we shot him instead.  Boom.

At least we got on one kill mail for the fleet.

Once the Fortizar was deployed, a titan jumped in to bridge us to our next location, 46DP-O, deep within Tenerifis.

There we took up station at one of the gates to pop any of the locals or their allies from getting in to interfere with what we had going on.

Battleships holding the gate

We were there to fly cover and guard against the inevitable heavy assault cruiser response fleet the locals would pull together to stop our fun.  Multiple missions were going on and we were only part of a couple bits and pieces.

The gate duty saw some targets, but you had to be fast to lock them in time.  This was one of those times when being closer to the data center in London helped, and being in California meant even when I was on the ball I rarely got a shot off before the target died.

Eventually they got a cyno up past the gate and brought in a Cerberus fleet to counter us.  We pulled back to defend the Apostles hitting the ihub.  There we engaged with the Cerbs as they tried to swoop in and get a capital kill.

Bubbles controlling the grid around the ihub

That saw some kills, but it was after that when the real action began.  Once the ihub was set our focus was on the staging Fortizar the enemy had in the system.  We setup with a couple other fleets, The Initiative in Navy Apocs again and an Eagle fleet that flew in from 1DQ1-A, to set a time on the Fort.

The setting for the final part of our fleet

There the

Cerbs showed up again, running in and out to try and pick off targets of opportunity, while our long range guns tried to pick them off.  They focused on a couple of the Apostles that were on grid with us, acting as logi for the battle ships.  Coordinating with the gunner in the Fort, they managed to pop one of the Apostles.

The Apostle blows up

That was a blow, and our most expensive loss of the day, zKillboard figuring it being worth 5.6 billion ISK.

The Cerbs went after a second Apostle that was on grid with us, pouring missiles in at it while our logi wing went off to try and help it.

Missiles incoming

We managed to keep that Apostle alive until it was free to jump out.

We then ran off to cover some titans that were on the field with us.  As we landed one of our hictors put up a bubble, which was not something you should do.  Bubbling your own caps gets you shot.

Titans in an unplanned bubble

We had a series of bad bubbles during this fleet and Apple Pear, who is often one of the more chill FCs, was starting to get pissed off at this.  Some days we can be a trying group to lead.

After that the Fortizar was reinforced and we started heading back towards home.

Armor fight when that timer is done

However, the enemy wasn’t keep to let us slip away unscathed and chased us for a bit, slowing down our extraction.

Piling up on a gate on the way out

There were some more losses as stragglers who were not aligned or who didn’t get out of bubbles got picked off.  But that only lasted a couple of systems before we were away and back to the Fortizar we had covered earlier.  There a titan gave us a bridge back to our staging.

Bridging back at the end of the op

And that was it.  All told the action lasted about 3.5 hours.  The battle report for the whole encounter over multiple systems ended up looking like this:

Battle Report Header

Again, the number of losses seems pretty small relative to some of the clashes back during World War Bee, but this is… mostly… just a SIGs and squads deployment against a secondary group from PAPI.

Things came out in our favor, but we were clearly pushing in force on the op, and there was action going on across several systems.  Nearly 20% of our ISK losses were that one Apostle and a Paladin that got popped as well.  Some people like to bring expensive toys on ops, but they do attract attention.

That was only one of the ops that went off over the weekend, and the map of Tenerifis may look even more bleak for the locals by the end of the week.

Forward into Tenerifis

I thought I had heard… and I might be mistaken… that Tenerifis, was going to be the line in the sand, the end of the flood plains and the beginning of the real defense, the place where FI.RE and their PAPI allies would make their stand.  This would be the tough nut to crack.  There was even some loose talk about making this a more formal coalition deployment, as I hinted last week.

And so we formed up and bridged in this past weekend to test this, taking on some of their structures.

The fleet landing on its way to the shoot

But when we got there, we only really had the structure to contend with, a Pandemic Horde Fortizar on its armor timer.

Not as Kinky as all that really

We rolled out in the Baltec doctrine, which is Megathrons and Apocalypses, while The Initiative was out in the Navy Apocs.

INIT showing off with a starburst

But the PAPI threat never quite materialized.  They threw some bombs at us from the fort, but we shot ourselves more than they shot us as the GEF and INIT FCs each had their fleets shoot the other’s leader.  I think the main casualty was John Hartley, who got shot after he booshed part of the GEF fleet off of our orbits.  A Bifrost doesn’t hold up like a Monitor does.

There was a threat of getting bombed on the gate, or maybe some stragglers getting caught by dictors as we moved to leave, but it didn’t happen.  We took precautions, stayed safe, and got home… except for John Hartley I guess.

And that seemed to be the way things played out even when we started taking down their ihubs and laying down our own.  The Imperium grabbed some of their core space.

Tenerifis – May 18, 2022

Of course, once we did that and set down some structures of our own, it was time to move into a new staging system to be all the closer to the the alleged action.

And, frankly, move ops are going to be the end of me.  I will never recover financially from leaving ships strewn about the southeast of null sec.

Well, it isn’t that bad.  I haven’t actually spent much ISK on ships.  Almost everything I deployed was World War Bee surplus, save for a Sleipner.  Frankly, I’d like to lose a few of them just to get some ISK out of insurance and reimbursement because I sank a lot of ISK… for me at least… into ships in anticipation of a bloody defense of our final constellation in Delve.  But it never came to pass.  So I am hull rich and kind of ISK poor.

Fortunately, the coalition hasn’t gone through a round of doctrine changes.  The only new item was the Sleipner doctrine, meant to supplant Muninns… and then the we gave up on it once I had one in my hangar.  But that is the way it goes sometimes as a coalition line member.  I have hulls in my hangar back in Delve just waiting for some old doctrine to return.

My main problem is just not having that much free time to be a part of the deployment.  It has been a busy couple of months and I can go a week or ten days between ops, which seemed to be just about the right amount of time for us to need to move to a new staging system, hence my anxiety.

So I don’t really have much to report, just some nice screen shots I have taken here and there when I do manage to get on something that isn’t just a move op.

Baltec fleet bridging out again

The campaign is far from done though, so opportunities still await.

The EVE Online April Economic Report and the Time before Fanfest

We got the EVE Online Monthly Economic Report for April 2022 last week and it was once again a reminder that sometimes seeing the previous month’s report when you’re halfway into the next month can be… odd.  You have to remember the state of things as they were, as opposed to what has happened since the cut off date which, in this case, means before EVE Fanfest.

EVE Online nerds harder

Not that Fanfest dramatically changed the economy, but it did give us a glimpse, however fleeting, into CCP’s plans, which always has some sort of impact.

Meanwhile, back in April we were getting all sorts of news, like the announcement of the Siege Green update, which went live last week, and the price increases, which are live today.  News and updates have their impacts.


I might as well start with production again, since that has a nice graph that shows that news can change trajectories.  Basically, the Siege Green update promised to make capitals and faction ships more affordable to produce.  I commented last month that I expected production to dip with that announcement.  Did the big graph bear out my prediction?

Apr 2022 – Production vs Destruction vs Mined

Kinda sorta yes.  April production did dip down, the data for that chart shows April had 76.07 trillion ISK in production, down from 80 trillion ISK.   That isn’t a huge number, in large part because I believe there wasn’t a lot of capital production going on in any case.  They were too damn expensive to build.

Now the question will be whether or not we see a jump in production come the May MER.  Did CCP move the needle enough to revive capital and faction ship production?

Meanwhile, the regional stats show the following places produced the most output.

  1. The Forge – 18.04 trillion (High Sec)
  2. Delve – 12.79 trillion (Imperium)
  3. Vale of the Silent – 9.99 trillion (Fraternity)
  4. Lonetrek – 6.35 trillion (High Sec)
  5. The Citadel – 4.66 trillion (High Sec)
  6. Tribute – 4.06 trillion (Fraternity)
  7. Fade – 3.07 trillion (WE FORM BL0B)
  8. Sinq Laison – 2.84 trillion (High Sec)
  9. Heimatar – 2.83 trillion (High Sec)
  10. Malpais – 2.65 trillion (PanFam)

That is pretty much the usual suspects these days.

Overall the regional stats showed a total of 101.56 trillion ISK in production, down from 113 trillion ISK in March.  That is a bigger gap and a bigger percentage that the chart above, but tracks with the expectation I suppose.


That chart above also tracks destruction, and the data that feeds it says that 29.59 trillion ISK in value was blown up in April, up slightly from the 28.4 trillion ISK reported in March.

That actually aligns closely with the regional destruction stats, which rang in at 29.78 trillion ISK in value destroyed, up from the 28.91 trillion ISK blown up in March.  That doesn’t leave a lot of room for wormhole space in the gap between those numbers, but so it goes.

The top regions for destruction were:

  1. The Forge – 1.69 trillion (High Sec)
  2. Pochven – 1.48 trillion (Triglavian)
  3. The Citadel – 1.41 trillion (High Sec)
  4. Lonetrek – 1.37 trillion (High Sec)
  5. Vale of the Silent – 1.30 trillion (Fraternity)
  6. Sinq Laison – 1.27 trillion (High Sec)
  7. Pure Blind – 1.21 trillion (Brave/V0LTA)
  8. Delve – 1.08 trillion (Imperium)
  9. Genesis – 1.00 trillion (High Sec)
  10. Metropolis – 935 billion (High Sec)

Pochven continues to light things up, while the area around Jita remains the peak of destruction.  Meanwhile, the campaign going on in the south, with Imperium SIGs going after FI.RE and their PAPI allies, didn’t break into the top ten, with Feythabolis only making it into 13th position in the regional stats.

Maybe the May numbers will see that heat up a bit.


Trade, at least according to the regional stats data, was up, with April seeing a total of 572.52 ISK in value traded, up from 548 trillion ISK in March.

The top regions were, once again, the usual suspects, a mix of trade hubs and coalition home regions.

  1. The Forge – 422.28 trillion (Jita)
  2. Domain – 39.69 trillion (Amarr)
  3. Lonetrek – 15.57 trillion (Caldari High Sec)
  4. Sinq Laison – 14.46 trillion (Dodixie)
  5. Delve – 13.16 trillion (Imperium)
  6. Metropolis – 9.01 trillion (Hek)
  7. Heimatar – 7.28 trillion (Rens)
  8. Perrigen Falls – 7.22 trillion (PanFam)
  9. Vale of the Silent – 5.40 trillion (Fraternity)
  10. The Citadel – 4.11 trillion (Caldari High Sec)

ISK Faucets

And now into the more complicated areas of the MER, and made all the more so by new charts this month.  CCP Estimate has taken over the MER from CCP Larrikin and has given us some more data to chew on.  But we’ll start as I usually do with the faucets end of the big big sinks and faucets chart.

Apr 2022 – Faucet end of the chart big chart

For those who cannot read the chart, which includes me, the top items listed are:

  • Commodity – 41.4 trillion
  • Bounty Prizes – 25.5 trillion
  • ESS Bounty Payouts – 11.2 trillion
  • Incursion Payouts – 11.2 trillion
  • Trig Invasion Payouts – 11.1 trillion
  • Agent Mission Rewards 3.5 trillion

Commodities and bounty payouts were up for April, while incursions were down slightly, and agent mission rewards stayed in exactly the same spot.

We can see how those top faucets have performed over time here.

Apr 2022 – Top Sinks and Faucets Over Time

While bounty payouts were up overall for the month, they follow a dip for a stretch and lead into another fall off which represents CCP “fixing” the ESS bounty percentages so that they all went down dramatically.  Meanwhile, the top regions for bounties… were pretty much the same crowd one would expect.

  1. Vale of the Silent – 2.85 trillion (Fraternity)
  2. Delve – 1.61 trillion (Imperium)
  3. Perrigen Falls – 1.61 trillion (PanFam)
  4. Fountain – 1.32 trillion (Imperium)
  5. The Kalevala Expanse – 1.19 trillion (PanFam)
  6. Tribute – 1.09 trillion (Fraternity)
  7. Querious – 985 billion (Imperium)
  8. Venal – 917 billion (BOSS and others)
  9. Pure Blind – 854 billion (Brave/V0LTA)
  10. Malpais – 751 billion (PanFam)

But this month we also got a look at ESS bank thefts, with three new charts!

Apr 2022 – ESS Regional Stats

That is three columns of tiny data about where ESS main bank and reserve bank thefts are happening, as well as a summary of the total amounts sitting in reserve banks.

The reserve bank is a special ISK pool that accumulates and needs a special key to access.  CCP opened up the mechanic to get at that ISK last July and… it hasn’t been much of a big deal.  They keys are annoying to get and the amount they allow you to get away with is not all that much in the grand scheme of things.  So a lot of ISK has just been piling up there… almost 52 trillion ISK worth if my hand tally of that chart is correct, with the top three regions being:

  1. Vale of the Silent – 4.735 trillion ISK (Fraternity)
  2. The Kalevala Expanse – 4.092 trillion ISK (PanFam)
  3. Delve – 3.929 trillion ISK (Imperium)

Those are, of course, three of the strongest coalitions in null sec, so no surprise there.  But how about reserve bank thefts?  Where are those happening?

Apr 2022 – Reserve Bank Thefts

It looks like the northeast of null sec is the hot spot for that… though who knows if those are nationalized reserve banks that the owners are pulling out.  Those thefts, which don’t add up to much against the trillions socked away, might not be thefts at all.

As for main bank thefts, those you can pull off by just showing up at the right place at the right time.

Apr 2022 – Main Bank Thefts

Again, the biggest thefts are not all that big in the grand scheme of things.  But the main bank gets paid out at regular intervals, so there is never as much ISK up for grabs as there are in the reserve banks.  And you can see from the first of the three charts, the main banks are in play a lot more often than the reserve banks.

Meanwhile, on the commodity front however you can see sleeper components on the rise.  Wormholers win again.

Apr 2022 – Top Commodity Items Over Time

Anyway, all of that saw the money supply go up, after having it go down… a rare thing most months… last month.

Apr 2022 – Money Supply

That also saw the velocity of ISK go up.

Apr 2022 – Velocity of ISK

Again, I tend to be dubious of the velocity chart, if only because it is subject to so many things CCP could manipulate if they so desired… and because it often seems to live a life independent of other indicators.  Technically, all other things being equal, a the money supply going up (as with this month) or going down (as with last month) the velocity should move in the opposite direction.  But all other things are not equal and the velocity goes where it will.


And finally, mining and mining like things.  Again, no data bearing .csv files make this an annoying section to deal with as if I want any totals I need to go tally them up by hand.

The Produced/Destroyed/Mined chart up at the top of the post indicates that there was 17.85 trillion ISK mined, though the data from that chart is dubious when it comes to mining.

Meanwhile, the regional mining value data gives the total as closer to 12.7 trillion ISK in value, though that it my tallying on with the calculator by hand, so is subject to error.  Though, given that the largest region on the list was Vale of the Silent, which had 847 billion ISK in value mined, I doubt I made a 5 trillion ISK typo.

Apr 2022 – Mining Value by Region

And the value of the ore mined should be going up rather than down given the current mineral price trend.

Apr 2022 – Economic Indices

That adds up, if the data is correct, to a 10 trillion ISK value drop off in mining, more than a 40% fall.

But I suspect that there is a problem with the data, there being a couple of empty cells in the .csv data source for the first chart in the post.  While we don’t have the data for the regional chart, I suspect it suffers from the same issue, or more so.  It would be, if nothing else, out of character for there to be no regions to exceed one trillion ISK in value mined, something usually accomplished in Vale of the Silent and Delve.

Meanwhile, the four core mining types now tracked each have their own chart.

Asteroid mining, which are from belts and anomalies and is primarily a high sec activity, with null second second but well behind.

Apr 2022 – Asteroid mining over the last 12 months by volume mined

That does appear to be trending down a bit… but, again, data issues?

Gas mining is dominated by wormhole space, though low and null sec got a boost from the industry changes of April 2021.  The big spike from that has now rolled off the chart.

Apr 2022 – Gas mining over the last 12 months by volume mined

Again, I think these charts need a trend line.

Ice mining is like asteroid mining, largely a high sec and null sec activity.

Apr 2022 – Ice mining over the last 12 months by volume mined

And finally there is moon mining, which theoretically should be strong in low sec, but which also seems to mostly be a null sec and high sec venture.

Apr 2022 – Moon mining over the last 12 months by volume mined

The spikes are likely due to coincident timing in some regions. Moon mining has a regular schedule where a chunks are drawn. There is some low sec activity, but I remain surprised at how little there is.

And another month goes by.  The May numbers will be mostly interesting to see how the game responds to the industry changes, EVE Fanfest, and the subscription price increase that went into effect today.  As always, all this data and more is available for download in the MER dev blog post.

EVE Online and Damage Meters

One of the long time gripes about EVE Online is that CCP does not allow any addons or mods to the game’s UI.

I am not sure I have mentioned this in the past, except briefly in passing, but this is kind of a big hairy deal for a bunch of people because of the notorious nature of the default EVE Online UI.  There are few things EVE players agree on as much as how awkward and often impenetrable the game’s interface can be, especially to new players.

To be fair, it is working in an environment more complicated than a standard fantasy MMORPG, where a player is standing on the ground, sword in hand, and pressing an attack button to smack an orc.  But still, the design philosophy for EVE has mutated over the years and there are times when you can feel the design paradigm shifting under your feet as you attempt to do something out of your usual daily routine.

So the argument is that a mod-able UI that allowed addons and the like would help solve that.  For a game that literally survives on third party tools… for example, the two in-game maps would struggle to be the 4th and 5th best maps of the game, with DOTLAN logical and navigation maps probably being 1st and 2nd… harnessing the proven ingenuity and resourcefulness of the community seems to be a no brainer.

Except, of course, CCP rightfully fears the outcome.  They fear that if they allow modification of the UI that the community will come up with changes that lend distinct advantage to specific users.  They have been smacked around for nearly 20 years by the wisdom of the crowd that flows like water through all of their carefully laid plans to find the optimum solution.

And in a game that is, at its heart, PvP focused, that is death.  Something like HealBot in WoW doesn’t spark much real ire because, in a PvE situation, it only helps fellow players.  A similar addon in New Eden, where an addon would lock up ships in your fleet needing reps and highlight the repair module for you, that could be game breaking.

So we soldier on with the old UI, with the promise of something maybe better in the future in the form of the Proton UI, which they have spoken about in the past.  I remain dubious about the new UI and expect it will be the map situation all over again, where the new map wasn’t much better than the old map, and less useful in some cases, so they ended up with two in-game maps.

We shall see.

So that is almost 500 words about the EVE Online UI and mods.  What does this have to do with damage meters?  Can I get to the point already?

Elsewhere in the genre of late, and in FFXIV and WoW specifically I gather, there has been some community flare up about damage meters yet again. (See Kaylriene and Belghast, they link out further on that.)  The argument is that they turn people into toxic aholes and should not be allowed.  FFXIV specifically does not allow them, though peeling back some of the rhetoric, that seems to be at least in part because they support PC and console and they don’t want console players to be second class citizens.

I generally run damage meters in MMOs if I am going to group up because it is an handy way to analyze what you’re doing in a genre where feedback can be huge numbers flying around without context.  I hit for 20,000, is that a lot or a little?  So I view them as a tool for self-improvement.

But the meta community views of FFXIV and WoW, can be summed up respectively as “you don’t pay my subscription” and “git gud” when it comes dungeon performance with others, both of which I find obnoxious in a grouping context.   There is a lot of emotion in there.

Whatever, I don’t play either currently and find neither community a draw to play their respective games.

But that led me to think about EVE Online, which I am sure both communities would look down upon, if they knew the game existed, as a toxic swamp based on its PvP focus alone.

As it does not allow mods or addons, EVE Online does not, strictly speaking, have damage meters.

Strange days.

There is nothing I can slap onto the game that will put up a UI like Recount, the only damage meter addon I can recall at the moment, to give me immediate feedback on how much damage I am applying against which targets and all the fun data that comes with that.  (I also run damage meters just to see the data.)

But EVE Online does have a pretty healthy relationship with data and allowing users access to it.  But it kind of needs to, just to overcome the amount of options available to players.

I’ll use 425mm railguns as an example, a battleship weapon that happens to be fitted on a Megathron in my hangar, which is the ship I last flew on an operation.

Megathrons out and about

There are ten variations of that particular weapon available in the game, each with some different parameters, and nearly 60 different ammo variations that can be loaded into them, with differences in range, damage, capacitor use, and other modifiers.  That is a lot of combinations to play with.

For fleet ops the choices are generally winnowed down to some specific loads and the weapon is generally the tech II version.  But there has been a graphic going around for ages to illustrate what to do with your Megathron.  (It goes in a fleet doctrine called “Baltec Fleet,” named after Baltec1, who used to fit out Megathrons so they would work with other doctrines and I remember being on cruiser fleets with him in a fast warping Mega.  He moved on to an alliance hostile to us ages ago, but his legend remains.)

The “How To” of Baltec Fleet

And the game gives you your base damage output fairly readily.  For the seven 425mm guns on my Megathron it says:

Damage, range, and such

So the base damage of my volley is about 1,400 points, divided between thermal and kinetic damage type.  That is about 200 points per gun.  With firing rate calculated in, that is a little over 300 points of damage per second output.

I have spike loaded, which is the very long range ammo, and it gains that range by sacrificing some damage output.  There is a correlation between range and damage, with shorter range ammo tending to hit harder.

(Also, as an aside that shows the scale of EVE Online, that can hit out to 160km, or about 100 miles.  That is far enough away that all but the most massive ships or structures become too tiny to discern.  On earth, out at sea, you would have to be 2,000m in the air for the horizon to appear to be that far away.  Distances in space are kind of daunting at times.)

Strictly for comparison, here is the same ship and guns loaded with antimatter, which is a shorter ranged ammo.

Damage and range again

There are, of course, things that can affect the base damage, such as if the target is outside the optimal range or the falloff range, which will see damage reduced and eventually stop landing hits.

And then there are the resistances to damage types that a ship can have.  I’ll use my Megathron as an example again.  From the ship fitting window:

Offense, defense, and targeting

If somebody is shooting me with a kinetic… the damage types are electromagnetic, thermal, kinetic, and explosive (blue, red, grey, gold)… my shields deflects 48% of incoming damage, my armor armor layer deflects 58% of incoming damage, and my hull deflects 60% of incoming damage, fit as I am.

So while my hit points add up to just under 60K total, the effective hit points (EHP) is closer to 130K due to the resistances. (That is an estimate, it could be more or less depending on incoming damage type.)

Some other ships that were around while I was on that op

There are other things that affect damage application, such as implants, signature radius, and drugs, but I will skip past that for now because I am once again wandering far afield from the idea of damage meters.

So, when it comes down to it, do you get to see how much damage you applied to a target?  Of course you do.  It is all there in the kill mail notification that the person who gets in the final blow receives in game as well as the kill report that appears over on zKillboard, if it gets captured there.

So, for example, there is a Claymore that we blew up on an op this past weekend and I was on the kill mail.  You can see the kill report over at zKillboard.

The record of the dead Claymore

And along the side it shows how much damage each of the involved parties applied… net damage, after resists.

I’m #6 on damage

The difference between the list is likely related to lock speed, drugs consumed, being optimally positioned, and just paying attention. (Oh, and skills trained.  I said I was working on Large Railgun Specialization V in my last skill training update.  Every level of that gets me 2% more damage out of the tech II guns I have mounted.)

And here is where we diverge from WoW or other titles where DPS is judged by their damage output.

Nobody cares how much damage you did.

I mean, it is cool if you got top damage.  And I know when we do structure shoots there are people who will show up in bling fit, polarized high DPS ships to compete to see who gets top damage.  There are some bragging rights associated with that.  But I have never been on a fleet where somebody got called out for being down the damage list.

Seriously.  I might live in a rarefied arena of the game, but it just isn’t a thing where I have played.  I am sure it might be in some elite PvP orgs.  Toxicity will find a way.  But it never seems to bubble up in r/eve or the forums, which is often where complaints about that sort of thing find an outlet.

I remember when Gevlon tried to make damage output a thing, his way of rating the value of pilots on a fleet op, because he couldn’t quite let go of the WoW raider mentality.  But it was an absolutely garbage idea.  By his logic logi ship, the space priests that repair damage, had no value at all, nor did tackle or electronic warfare ships.

Now, I will say, life in a null sec coalition means getting recommended fits handed to you, so most everybody in a Megathron on that operation was likely fit the same way I was and firing the same ammo as the fleet commander called for.  Coordination like that is what makes fleet doctrines work as it gets a critical mass of players with the same engagement envelope and damage type to hit targets in a coordinate fashion.  As it says on that chart above, always shoot the primary.

I have seen people get mocked in less organized groups for having a poor fit, and there is a list of fitting sins you can commit as far as the fitting theory crafters are concerned.  But the general result from that is to go back to the drawing board for a better fit.  Ships and equipment are expendable so you just go buy some more.

Meanwhile, the game does record your own damage application in its log files, down in the gamelogs directory.  You can take that and tease out your own damage, or you can use one of the file parsers out there… and of course there are a few, the EVE community loves to make tools… to see what you did.  I went to one called EVE Combat Log Analyzer to see how I did on that op I mentioned above.

My combat record for the May 8th op

There is a gate rat in the mix there, the Angel Warlord, but otherwise all player stuff.  So you can get something of a damage meter after the fact.  But it doesn’t really have  the same impact/influence as something you might get after a dungeon or raid in WoW.

Here, at the end, I will say that this post doesn’t have any sort of dramatic point to make, other than to illustrate how damage and its measurement in EVE Online compare to the more traditional fantasy MMORPG counterparts.  Just something of a Friday text ramble.