Corporation management guide
Corporations are groups of players joining together for a common goal or purpose, much like guilds or clans in other games. They are created and overseen by a Chief Executive Officer (CEO). Characters can only belong to one corporation at a time.
Required CEO Skills
In order to start a corporation, a character must have the basic Corporation Management skill, which is readily available on the market in most regions. The level of this skill will determine the maximum number of Corporation members allowed. There is a fee for setting up the Corporation, which may vary by region, but is usually around 1,599,800 ISK.
Pressing the Corp button on the Neocom Panel opens the Corporation Management tool. The technical aspect of managing a corporation of any size is a walk in the park after a quick familiarization. The human aspect is another issue altogether.
This window gives access to some basic features listed below, and information about offices, stations, and the Corporation's details.
Create New Corporation
This is the most powerful part of the Corporation tool, providing you with all the necessary information and options to properly run a small or large-scale operation. It also provides the means for a proper overview of the organization as a whole.
Find member in role
Wars between Corporations and Alliances are most definitely possible. One of the main purposes of Corporations and Alliances is to allow formal wars over resources, trade routes, strategic systems, or pride. Players belonging to a warring Corporation or Alliance may attack the opposition with impunity and without loss of security status.
In order to keep things interesting and retain a bit of realism, declarations of war do not require a mutual agreement, as in the real world. The declaration of war is sent from one CEO to another and the fight begins. Corporations are limited to three declared wars at a time, though the number of wars in which a Corporation can be involved is limitless. For example, if Corporation A has declared war on Corporations B, C, and D, the CEO must surrender - or force the CEO of B, C, or D to surrender - before he can declare war on Corporation E; however, if corporation A has declared war on Corporations B, C, and D, Corporation E may declare war on Corporation A.
All wars that do not involve an Alliance as aggressor or victim are classified as Normal Corporation War. Normal Corporation Wars cost 1,000,000 ISK * (the number of wars the corporation is currently involved in) to initiate. The update cost is 1,000,000 ISK.
For wars declared by an Alliance, the starting cost is 1,000,000 ISK * (the number of Corporations in the Alliance) * (1 + the number of wars the Alliance is involved in currently). Each week the war continues, a new bill is calculated using the same formula and issued to the Alliance.
If there is an overdue bill for a war, the war will be cancelled.
Wars become considerably more expensive when at least one party is involved in multiple wars. The cost for all wars your Corporation or Alliance initiates will be multiplied by the number of active wars you have initiated - if one war costs 50m, then two wars will both cost (50m * 2 wars = 100m), giving a total of 200m in costs. Similarly, if your Corporation or Alliance declares war on another party that already has two wars declared against it, your war costs (and the war costs of everyone else declaring war on them) will be tripled. Note that only the higher multiplier is used - if you have two wars and one of them is against a Corporation which already has two other wars against it, your multiplier will be double for the first and triple for the second.
My Corporation or Alliance's Wars
A Corporation has political options for internal and external operations. Corporations can be run using any organizational style, depending upon the CEO's preference. The management framework provided gives the CEO good control over what members can do with corporate assets, as well as direct feedback from directors and shareholders through the voting system.
Starting a war against another Corporation or Alliance makes CONCORD ignore combat between members.
Please note: corporation members who have their account disabled, do not count in corp standing calculations.
The accounts views are available to Corporation members who hold the role of Accountant. These provide an overview of the Corporation's resources.
Any CEO with the skill Empire Control trained to Level 5 can form an Alliance. Forming an Alliance costs 1,000,000,000 ISK. Alliances also have a maintenance fee of 2,000,000 ISK per month per Corporation in the Alliance. That means that an Alliance of 10 corporations needs to pay 20,000,000 ISK each month to have access to the Alliance's actions. The Executor Corporation receives and pays the bills. Note that if the bills are not paid on time, Alliance automatically disbands.
Roles are used in EVE to delegate access to various Corporation functionalities. There are two main types of Roles available: Normal and Grantable. A Normal role such as Accountant gives a member the right to perform various accounting related actions for the Corporation. However, if a member is given the Grantable Role of Accountant, he or she also has the ability to give and take the Role of Accountant from other members of the Corporation. Grantable Roles are assigned by the CEO and should be given only to those who have proven themselves trustworthy.
For more information about role management, see Roles and Access Rights.
Bases and Locational Roles
If you have taken a look at the Role Management tools you may have noticed that it is possible to assign various types of roles to Corporation members at their Base, the Corporation's headquarters, or at other Locations. In order for Locational roles to be used to the full, it is a good idea to assign members to a Base. A Base is essentially a station where the Corporation has an office. When a member has a Base, you can assign the member hangar access roles based at that location. For members that you really trust, you might want to consider giving them hangar access roles at the headquarters of the Corporation. If your Corporation has many offices, you might want to consider giving members that use many different offices hangar access roles at "other" locations. Locational roles are applied based upon the Location of members; if they are located at HQ then they will only have the Location roles assigned to them at HQ. If they are at their Base, they will have the Locational Roles assigned to them "at base." Lastly, if they are anywhere else, they will have the Locational Roles assigned to them as being "at other." Of course, the normal roles of the player, such as Security Officer, Accountant, and Factory Manager, etc., are active without regard to the Location of the Corporation member.
Locational Roles allow members to view and access items from the divisional folders within Corporation hangars. There are also Container Can Take roles, for all divisions, which allow a member to remove containers; without this role, it is not possible to remove containers from the hangar.
For the Corporate Hangar Array, which is essentially a corporation hangar in space the "roles at other" determine the access for the Corporation member.
Benefits of Corporate Membership
The main benefit of belonging to a corporation is mutual help and protection. It gives players the option to band together, and corporations are able to wage war on each other without affecting the security status of the characters.
Corporations give characters the option to join forces and enjoy the thrill of player-vs.-player interaction without losing security status. Corporation members also share a sense of brotherhood and camaraderie, which solo players rarely experience. By pooling the resources and efforts of its members, Corporations are able to build up their fleets and other holdings more quickly, putting some of the larger-scale strategic elements of the game within their grasp.
Corporations are necessary if players want to form an Alliance which will allow them to build stations and factories, claim entire solar systems, or access any of the larger-scale strategic elements of the game.
Another not unimportant benefit of belonging to a corporation is the bond that it creates with other players in the game. Often friendships made within a corporation will benefit a player even after having left that particular corporation. Many players will invite their friends to join other corporation some where down the line or offer them a discount on items produced by their new corporation etc. Even without those benefits that might occur later on in the game working together with friends is usually a far more lucrative way of working in EVE then trying to do it all alone.
Spying on a Corporation
Spying, scheming, double-dealing, and espionage are devilishly delicious features of EVE for those who relish walking on the dark side. Corporation leaders are urged to exercise extreme caution when accepting new members, particularly when granting access to their private communications and corporate holdings. There are criminal elements in EVE who can, and will, take advantage of unsuspecting marks.
Corporation Security begins before you bring in new members.
If your corporation's wallet or hangars are cleaned out using legal in-game methods then no intervention on CCP's part can be made. It is the CEO's and directors' duty to make sure that only members who can be trusted get access to valuable items and the corporation wallet. It is advised that all corporations be very careful both when hiring new members and when giving out rights. Be sure that you know the person before you trust him with items and ISK of your corporation.
Scams and Exploits What CCP has to say
Resigning from a Corporation
A player is always part of a corporation. Characters entering the game world for the first time start in a non-player run Corporation, or NPC Corporation. It is not possible to resign from this Corporation except by joining another corporation.
A member of a player Corporation should be able to leave it, provided he is not the CEO, and if the member has not had any roles assigned to him or her within the past 24 hours. If the CEO of a Corporation wants to quit, then he should resign his CEO position. When a CEO resigns, one of two things may happen: either another member becomes the CEO or, if there are no other members, the Corporation will cease to exist. Unless he is joining another corporation, the resigning CEO rejoins the New Player Corporation by default.
You can resign by right-clicking your portrait within the chat box and select Resign as CEO.
It is possible for a member of a player corporation that has suitable roles to remove another member, as long as the member in question has less than the average number of shares per shareholder. If the member cannot be ejected due to the number of shares he or she holds, then the CEO must create a vote to eject the member in question. A vote like this would take 24 to 48 hours on average to complete.
Joining Forces With Other Corporation Players
Corporation Management Skill Aren't working
After doing this you should be able to manage your corp without problems.
Leadership and Management Training
Top Contributors For This Page