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simgrammar the grammar of simulation

core loop

train skills in real time -> mine, salvage, or run missions for materials and ISK -> manufacture or buy ships and modules on the player market -> fit ships and fly into space of a chosen security level -> lose ships in combat and replace them -> corporations and alliances fight over sovereignty

design notes

EVE keeps one economy for all players: nearly everything is player-made and ship losses are permanent, so wars create manufacturing demand. Risk and reward are tied to space security, with the most profitable activities in low-sec and null-sec, where the NPC police do not destroy aggressors. CCP hired an economist in 2007 to oversee the economy. Security-graded zones and permanent asset loss on destruction are not yet mechanics in the taxonomy (proposals pvp-security-zones, loss-on-death).

relations

14 stored edges
influenced by
influenced by
uses

Loss on death

A destroyed ship and its fittings are gone for good, part of its cargo and modules drops in a lootable wreck, and ship insurance pays back part of the hull's value.

core
uses

Persistent shared world

One shared universe on the Tranquility server holds more than 5,000 stargate-linked systems plus about 2,500 wormhole systems; system security from 1.0 to -1.0 sets whether CONCORD police destroy aggressors.

core
uses

Player-driven markets

Players gather raw materials and manufacture nearly all ships and modules, then trade them in a supply-and-demand market with price history charts, where manipulation such as ramping and bear raids is possible.

core
uses

Player organizations

Corporations led by a CEO assign roles, tax members, declare wars for a weekly fee, and join alliances that claim sovereignty over null-sec systems.

core
uses

PvP security zones

Each system's security from 1.0 to -1.0 decides whether CONCORD police destroy aggressors; high-sec deters player attacks, low- and null-sec leave them to players, and the riskier zones hold the richer activities.

core
uses

Agent skills

Skills have prerequisites, and capital-ship skills take several times longer to train than frigate skills.

supporting
uses

Elections

Players elect the Council of Stellar Management, which carries requests to CCP; the first election in 2008 had 66 candidates for nine seats.

supporting
uses

Modular assembly

Ships are fitted with modules in high, mid, and low slots plus semi-permanent rigs.

supporting
uses

Production chains

Blueprints turn gathered materials into ships and modules.

supporting
uses

Real-time clock

Skills train in real time, including while logged off, from a queue of up to 50 skills.

supporting
uses

Reputation

Unprovoked aggression in secure space costs security status and draws police response.

supporting
uses

Resource extraction

Players mine asteroids and salvage wrecks for materials.

supporting

backlinks

computed from other records

sources

1
Wikipedia contributors (2026). Eve Online. Wikipedia

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gicatalog