Faction & Bloodline Selection
When creating your first character in EVE Online, you are prompted to select one of the four dominant empire factions: Amarr, Caldari, Gallente, or Minmatar.
For many newcomers, this choice feels paralyzing. In most MMORPGs, class or race selection permanently binds your character to specific abilities and playstyles.
The Four Major Empires
Each empire possesses a distinct aesthetic, cultural ethos, and traditional weapon doctrine:
1. The Amarr Empire
- Ethos: A sprawling, deeply religious feudal empire ruled by an autocratic Empress and aristocratic royal houses.
- Aesthetic: Sleek, ornate golden hulls adorned with cathedral-like gothic spires.
- Traditional Combat Doctrine: Thick armor plating, energy neutralizers, and energy pulse/beam lasers that consume capacitor energy rather than physical ammunition.
- Starter Region: Domain.
2. The Caldari State
- Ethos: A hyper-capitalist military-corporate meritocracy governed by eight ruthless mega-corporations.
- Aesthetic: Angular, utilitarian, industrial gunmetal gray hulls bristling with sensory arrays and missile batteries.
- Traditional Combat Doctrine: Heavy shield tanks, kinetic railguns, and guided missiles or torpedoes capable of striking from extreme standoff distances.
- Starter Region: The Forge / Lonetrek.
3. The Gallente Federation
- Ethos: The only true democracy in New Eden, championing individual freedom, civil liberties, and cultural hedonism.
- Aesthetic: Curving, organic, hydrodynamic emerald and dark slate hulls.
- Traditional Combat Doctrine: Active armor repair systems, thermal plasma blasters for point-blank knife-fights, and autonomous combat drone swarms.
- Starter Region: Sinq Laison / Essence.
4. The Minmatar Republic
- Ethos: A fiercely independent federation of nomadic tribes who broke free from Amarrian enslavement through bloody rebellion.
- Aesthetic: Makeshift, rust-colored, angular pirate-style ships constructed from raw girders, solar sails, and exposed machinery.
- Traditional Combat Doctrine: Incredible sub-warp speed, agile signature radii, and kinetic/explosive projectile autocannons and artillery requiring zero capacitor power.
- Starter Region: Heimatar / Metropolis.
Trade Hub Geography & Proximity
Your starting empire determines the region where your character begins life. In EVE Online, the economy is entirely player-driven, and trade concentrates into four major empire market hubs:
| Trade Hub Station | System & Region | Dominant Faction | Monthly Trade Volume | Market Profile |
|---|---|---|---|---|
| Jita IV - Moon 4 (Caldari Navy Assembly) | Jita, The Forge | Caldari | 500+ Trillion ISK | The undisputed economic capital of New Eden. Every item, module, and hull is available here in massive supply at the lowest margins. |
| Amarr VIII (Oris) Emperor Family Academy | Amarr, Domain | Amarr | ~50 Trillion ISK | The second largest trade hub. Renowned for luxury ships, faction lasers, and southern empire supply chains. |
| Dodixie IX - Moon 20 (Fed Navy Assembly) | Dodixie, Sinq Laison | Gallente | ~15.7 Trillion ISK | Regional trading powerhouse for western New Eden, popular among faction warfare pilots and drone industrialists. |
| Rens VI - Moon 8 / Hek VIII - Moon 12 | Rens (Heimatar) / Hek (Metropolis) | Minmatar | ~10 Trillion ISK | Twin regional hubs serving the tribal territories and lowsec pirate corridors. |
Why Jita 4-4 Matters
Over 75% of all market transactions in New Eden occur in Jita IV - Moon 4 in The Forge. Because Caldari characters start just a few jumps away from Jita, choosing Caldari makes accessing the primary trade capital slightly faster during your opening days.
However, highsec autopilot or manual jumping means any pilot can travel from the deepest Amarr or Minmatar systems to Jita within 10 to 15 minutes. Proximity is a convenience, not a restriction.
Dispelling the Skill Lock-In Myth
In legacy games, rolling a warrior prevents you from casting spells. EVE Online operates on an open-ended skill tree:
- All Ships Are Trainable: A Minmatar pilot can inject Caldari Frigate, Gallente Cruiser, or Amarr Battleship skillbooks at any time. There is zero penalty or skill-point surcharge.
- Weapons Are Hull-Independent: While ships receive hull bonuses for specific weapons (e.g. a Caldari Merlin gains shield and hybrid turret bonuses), you are free to fit autocannons or lasers if your powergrid and capacitor permit.
- Cross-Empire Pirate Factions: Late-game pirate faction ships (such as the Gila, Worm, Machariel, and Phantasm) require dual cross-empire training (e.g. Caldari + Gallente, or Minmatar + Amarr). Every veteran pilot eventually cross-trains all four empires.