An Introduction to Trade
Eve has one of the most realistic market systems of any game in existence. Modeled directly off of the NASDAQ, Eve's markets give you many of the tools and information that you'd expect from a real exchange.
Table of Contents
How Eve's Markets Work
Locality
Markets and their statistics are region-based in Eve, however items can only be bought and sold in-place. In other words, you can interact with any order in the same region as you at any time (provided you have sufficient long-distance market access skills), but market orders cannot move items to different locations.
Order Priority and Prices
Order Priority is the order in which Sell and Buy Orders are fulfilled. The highest priority Sell Order will always be the cheapest in the associated station or structure. The highest priority Buy Order will always be the most expensive that includes a given station or structure within its range. When two orders have the same price, the one that was created first gets higher priority. It is possible to fulfill multiple orders at once, and the order in which they're fulfilled will follow this priority. The implications of Order Priority are explored further in the sections below.
When creating or modifying an order, the price you set may have a maximum of 4 significant figures. Attempting to set a higher-precision price will cause the extra digits to be rounded off. This restriction was made to curtail a practice called "0.01 ISKing," where sellers would undercut other Sell Orders by just 0.01 ISK to keep their order at the top of the priority queue, without actually meaningfully changing the price of the item. This effectively makes it impossible to change an order's price by any less than ~0.01%.
Sell Orders
A Sell Order is an offer to sell an item for a set price in a specific structure. Selling an item can be accomplished by right-clicking on it and selecting Sell This Item. From there, you can set the desired quantity and price, along with the order's validity period. Over the lifetime of your order, it may incur up to three different fees:
- In NPC Stations:
- Broker's fees range from 1.00% - 3.00% based on the Broker Relations skill, as well as your standings with both the faction and corporation that own the station. This fee is paid when the order is created.
- In Player-Owned Citadels:
- An SCC surcharge is locked at 0.50%. This fee is paid when the order is created.
- A Broker's fee set by the structure owner is paid to the corporation that owns the structure. This fee is paid when the order is created.
- Sales tax ranges from 3.37% - 7.5% based on the Accounting skill. It is paid whenever someone purchases from your sell order.
When a Buy Order exists for an item you're selling, you can sell directly to it by setting the validity period to Immediate. Selling an item in this way prevents you from incurring an SCC surcharge or Broker's fee. Note that if you price your order such that it will immediately fulfill a Buy Order, but don't properly set the validity period, you will still incur these fees.
You can only place Sell Orders in the same region as you. The exact range in which you can place these orders is determined by the Marketing skill.
Buy Orders
A Buy Order or an Item Bid is a request for a specific number of items within a certain distance of a specific structure. Buy Orders also allow you to set a minimum quantity of items that can be bought from any single order. The distance you can specify is determined by the Visibility skill. Like Sell Orders, a Buy Order incurs up to two fees at the time the order is placed:
- In NPC Stations:
- Broker's fees range from 1.00% - 3.00% based on the Broker Relations skill, as well as your standings with both the faction and corporation that own the station.
- In Player-Owned Citadels:
- An SCC surcharge is locked at 0.50%.
- A Broker's fee set by the structure owner is paid to the corporation that owns the structure.
You can buy from a Sell Order immediately by right-clicking it and selecting Buy this. Note that this action is NOT directly interacting with the chosen order, rather it is allowing you to place a bid for the selected quantity of that item at that order's price, while preventing you from incurring an SCC surcharge or Broker's fee. This distinction is important, because when you place your bid, it will automatically go to the highest priority Sell Order at the chosen station or structure. Until an update on March 12th, 2025, this could result in you overpaying for an order, but since then, Sell Orders are always fulfilled at their designated price.
You can only place Buy Orders in the same region as you. The exact range in which you can place these orders is determined by the Procurement skill.
Modifying Orders
You can modify your Sell and Buy Orders by right-clicking them and selecting Modify Order. In doing so, you will incur a fresh SCC surcharge and/or Broker's fee, at a discount determined by the Advanced Broker Relations skill.
You can only modify orders in the same region as you. The exact range in which you can modify orders is determined by the Daytrading skill.
Price History
The Market Window has a Price History tab for all marketable items. This tab has a Table and Graph View.
The Table View shows the total orders for and quantities of an item purchased every day for the last year, as well as the low, high, and average prices on each of those days. Note that on 0-order days, the shown prices will all be set to a static value.
The Graph View is much more advanced. It shows the same information as the table view, with additional views of Median Day Price, 5 and 20 Day Moving Averages, and Donchian Channel.
Markets and ESI
ESI has nearly a dozen endpoints related to market orders, however they are purely informational; you can't place, fulfill, or edit orders with ESI. Among the information you can get is:
- Current listings and a 90-day history for a player's orders (with auth)
- Current listings and a 90-day history for a corporation's orders (with auth and the Accountant or Trader corporation role)
- 90-day historical statistics for a region (basically the Price History Table View)
- CCP's proprietary game-wide average and adjusted prices for all items
- All publicly-accessible orders for a region
- All orders in a structure (with auth and access to the structure's market)
- All market groups and the items contained within
The Monthly Economic Report
CCP maintains and releases monthly economic reports (MERs) on the state of the game's economy. These reports are highly detailed, and provide a lot of different datapoints that can help inform trading decisions.
Trade Activities
No matter which of these activities you want to participate in, always remember the Golden Rule of Market Trading: Buy Low, Sell High
Investment and Speculative Trading
The classic example of market trading, investment is simply buying an item in the hope that it will appreciate in value over time. Just like in real life, investing can be risky, and it's possible for items to decrease in value, often unpredictably.
Daytrading
A much more active form of trading, daytrading focuses on compounding short-term profits by quickly trading on small price fluctuations over the course of a day. Eve's lack of a capital-gains tax makes daytrading just as viable (even if just as risky) as traditional investment.
Market Manipulation
Along with capital-gains tax, Eve also lacks market regulation, meaning you are completely within your rights to enrich yourself by screwing over other players.
Market manipulation can be done in a variety of ways for a variety of reasons, but it generally requires a fair bit of startup cost as most methods involve buying out a large amount of competing orders.
Importing
Importing is simply moving items from one market to another. While you can technically do this with courier contracts, the associated costs will eat into your profits and competitiveness. You'll probably want to haul the items you're importing yourself.
Stocking
With all this talk of mechanics, taxes, and investments, it might be easy forget that items actually need to be produced or acquired before they can be sold. Many of those who interact with the market do so simply to sell products or other items. A good local supply of items helps keep the market (and prices) healthy.
Trade Hubs
Eve used to have four major trade hubs; one for each Empire. Only two survive to this day though, with the markets in Dodixe and Rens fading into obscurity over the past several years.
Jita
Jita IV - Moon 4 - Caldari Navy Assembly Plant is positioned near the Northern tip of Empire space, in the region of The Forge. It's the largest and most active market in Eve, about 10 - 15 times as large as the second largest in Amarr. Most players use this market's Sell, Buy, and Split prices to appraise items across the game.
Amarr
Amarr VIII (Oris) - Emperor Family Academy is positioned in the Southern quarter of Empire space, in the region of Domain. Back in 2020, the fall of Niarja during the Triglavian Invasion broke the relatively short route that connected Jita and Amarr. A highsec-only route still remains, but it's now over 3 times as long. Amarr is now the primary trade hub for the Southern half of New Eden.
Brave Staging
UALX-3 - Mothership Bellicose is our current home staging in the region of Tenerifis. We strive to have a healthy home staging market, with all the items our members could need or want at reasonable prices.
Coalition Staging
N-HK93 - 2 Treat 2 Star is our current coalition staging in the region of Geminate. Coalition Stagings are almost always temporary for the duration of a deployment or campaign. These markets usually contain the bare essentials (fuel, ammunition, common modules) and items relevant to the doctrines staged there.