In the last instalment of this series, I introduced the Rule of the Care Bear. Some of the readership base would have preferred I used the term "Industrialist". So, without further ado, I will be using that term as it comes up in the series from this point onward.
Rule of Secured Space, the 2nd Rule
According to our first rule of Empire building, to bring in the Industry base, we also have to have what was referred to as "home turf". The second rule of Empire Building is the Rule of Secured Space and is an extension of parts of rule one, while includes new aspects as well. Secured space is not necessarily your home turf, though it can be referred to as that as well.
Secured space serves a few different functions. For starters, it allows a safe haven for your Industry-base. While in the last rule we paid attention to the importance of having a "home turf" and its vital role in establishing your Industry base, it is not the only place we need to have secured space.
There are primarily four "secured space" zones that should be implemented and utilized in building an Empire. The first zone is what we covered in Rule 1, Rule of the Industrialist (as it is edited now) and established a home turf in 0.0 space.
The second "secured zone" is any place in your Empire that serves as an entry point toward your home turf. These are the systems that you want to place heavy emphasis on securing and maintaining. In these systems you do need some industrialists who are protected by your PvP pilots. Furthermore, you need a heavy PvP base located in these systems with bubble camps and squads waiting to protect these systems.
This type of "secured space" act as filters and stop-gap measures that should be readily understood and perceived as: crossing into these systems you are entering another Empire's territory. These systems though should NOT be at the border of your Empire. Thinking in medieval terms, your "home turf" system(s) is your castle. This type of "secured space" should be considered your moat, with the pipeline(s) between these systems and your home turf acting as your draw bridge. This means that beyond this moat is your territory, but it is here where you make it clear that this is the beginning of your home.
Entry Systems
The third type of "secured space" are the systems that allow entry into the region you have your Empire in. In the beginning this would mean the closest entry point, while later will include as many entry points as necessary. These entry points have two sides to them and both must be equally held and secure. On one side are your sovereign 0.0 space and the other side in low or high security space. In a perfect universe and in Empire building, the other side of this gateway into your 0.0 home will be a series of low security systems that should belong completely to you. There are ways that this can be done and some of the rules that follow will include these. By having control of both sides of this gateway you control who and how many pilots enter your domain from whichever direction you are in control of.
One of the most important aspects about this type of secured space is that this is where a majority of trading and commerce will come through or out of the Empire. Therefore the more secure you can make this route the better as it ties directly into your economy of the Empire.
The last type of secured space that needs to be discussed is actually having home systems in high security space. There will always be players who have no wish to enter 0.0 or even low security systems but want to be a part of something big and exciting, such as a major Empire in Eve. The mission r
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