To conquer 0.0 in Eve is a vast enterprise. Many have tried; most have failed; and very few are even still in the running. Let's get political correctness out of the way here; the primary goal of any group of players in 0.0 is to conquer. Whether it is to conquer other pilots in piracy or warfare; to gain supremacy in an entire region or multiple regions; to simply carve out a system or two for personal gain by either mining or ratting or manufacturing; every group has at its heart, the goal to conquer.
Many believe that in order to conquer, it means to beat everyone else in battle. To take for oneself what someone else also wants as their own. By strength of numbers simply overwhelm those without and take what they want. To a degree, they are absolutely right. Yet, to date no one owns all of 0.0. To date, while there are some major alliances around, there is still empty space to be had. There are still wars being fought, along many lines. For all that it looks like; there is still room for new alliances, new coalitions, and all of them can find a home in 0.0. Just like you and I can.
I have a unique vision for 0.0. Parts of it have been tried before, not necessarily all together though. Some will appear Utopian and thus unobtainable. However, I believe once you look at all aspects of the Plan you will see how each fits into the whole and can be used to formulate the Eve universe of the future - a time that is coming to us.
The Plan comprises of 11 rules. Each of these rules is based around a philosophy that works together to form the whole. As you will come to see, not all 11 rules have to be followed by each and every person involved within the Plan, but allowances and tolerances must be made for all 11 in order for the Plan to work. In this article, we will review all 11 rules and then look at each of them closer in the weeks and months to come, individually and in-depth. Remember it is not necessary for everyone involved, the corporations, the alliances, the pilots to follow all 11... it is required to make allowances and tolerate all of them however.
Rule 1, The Rule of Care Bears:
A fundamental rule when considering taking over territory is how to get the so-called Care Bear involved. In our first rule we discuss options on how to accomplish this and thus create for yourself a solid backbone of industry that will allow the holding and expansion of your 0.0 empire.
In the short term of this article, suffice it to say that without getting industrial minded players involved in 0.0 it will be very hard financially for anyone to get things accomplished. Bear in mind we're not talking about the cost of a few battleships or even capital ships. We're talking literally an economic powerhouse to keep the establishing and growing empire self sufficient without giving this power to those who would oppose you.
Rule 2, The Rule of Secured Space:
Consider if you will an empire of old. Trouble would happen along its borders more so than form within, in terms of military problems. Some of these empires had very real and solid bases of commerce and industry in the center of their power, while war waged on at the edges. So much in fact, that the ordinary person had no true concept of what "trouble" was as it was far removed from them.
This is the Rule of Secured Space. Not so much having a lot of interior territory, but rather a feeling of security within the middle of that territory. Such means can be accomplished a couple of ways which will be discussed here and in some of the other rules.
Rule 3, The Rule of Sovereignty:
It is not enough for some to simply conquer. One must control as well. The
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