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New CEOs guide to making a successful corporation.

First post
Dirty Wizard
#1 - 2012-07-16 21:12:23 UTC  |  Edited by: Dirty Wizard
So I've noticed a trend lately. New corporations are springing up and they all seem to have the same thing in common. A lack of understanding how player organizations work in EvE. So this guide was written to help grow and expand your new corporation. Better times will be had by all. So to start, you'll need......

1) Purpose.
So you've decided to make a corp. Great, but why? Why did you make a corp? So many new corps lack the most vital aspect of running a corporation and that's Purpose. If you made your corp with the intention of just being a one man corp to avoid taxes or whatever, then this guide doesn't apply to you.

But if you intent to recruit others, then your corp needs to have a purpose and direction. It's common for newbie CEOs to make a corp with the sole purpose of being "A chill and relaxed place for people to hang out in". That may work in other MMOs, but EvE is like no other MMO. This kind of corporation ALWAYS fails.

As a CEO, the burden rests on you to create a corp that's both appealing to others and has specific goals to achieve (which will be discussed later). There's a lot of pressure riding on your shoulders as CEO. Running a corporation is not a casual thing. It takes long hours, consistent management, commitment and years to develop into the awesome corporations you hear about in the news. It's not something that happens spontaneously. Growth is always slow and tedious in the beginning. It's unavoidable, but if you're serious about it and committed, you'll succeed.

As a CEO, you wear multiple hats. Dictator, friend, mentor, guide, figurehead, diplomat, corp representative, counselor, whipping boy, judge/jury/executioner, legislator, and a myriad of other roles. If you're not willing to commit the time and effort it takes to make a great corp, then you have no business being a CEO. It doesn't get any simpler than that.

2) Location.

Location location location. It makes a world of difference. If your corp runs missions, it would make sense to live near mission hubs. If your corp mines, you should live near the best asteroids you can find. Makes sense.

Whichever system you decide to reside in, it would be to your advantage to place your headquarters somewhere else. Preferably a region or two away. If someone wardecs your corp, I can guarantee the first thing they're going to do is look at your corporation details and travel out to your listed headquarters. It's free information for your enemies and it's easily avoidable.

Avoiding certain areas is just as important as well. Highsec is not safe, just safer than other areas of space. Highsec still comes with dangers from other players but it can be avoided if effort and planning is made. Trade hubs are always densely populated which means a lot of players (both good and bad) come through there. If you live near the trade hubs, there's a good chance a few griefers will wander into your home. This is especially problematic for mining corps.

Best advice is to stay away from living near trade hubs and stay away from common trade routes. You're trading the inconvenience of extra jumps for safety and solitude. A good trade off in my opinion. If you live in highsec, I recommend you look into highsec islands. They are pockets of highsec which are only accessible by going through lowsec. The chances of suicide gankers and griefers finding you out there are quite low.

3) What's In A Name?

So, you have a genuine purpose for making a corp and you've scouted out a good location (you did scout, right?). Now your new corp needs a name. Names are important as it defines you as a collective. For the love of God, please run a spell checker before you make your corp name final. There are HUNDREDS of CEOs who've made this mistake and it just looks awful. Getting your corp name right is the one time where proper grammar and spelling really matters. Don't f**k this up or half a** it.

Avoid generic names that are recycled so many times. For example: Knights of the Round Table, Knights who say Ni, Knight Templar, or any variation thereof are out. Don't use crappy names like this. Put some real thought into your corp name. If you're going to other MMO forums for corp names, you obviously don't care and shouldn't be a CEO. That leads into the next point.

DON'T COPY AND/OR RIP OFF OTHER PEOPLES GUILD/CORP NAMES! You're guaranteed to attract the ire of anyone who sees it. Being a cheap knock off does nothing except discredit you and your corporation. A corp or alliance name is their calling card. It's how they're known throughout EvE and beyond into other games. If you're leeching off them by copying their name, then you've proven that your corp is worthless. Don't do that.

If your corp name is in a different language (Latin for example) do your homework and be sure you actually know what it means. It's so common for new corporations to string along cool sounding Latin or other language words together without knowing what they mean. I have personally witnessed a guild in another MMO who's name literally translated to Donkey Purple Knife.

Silly or ridiculous corp names are a hit or miss. It's hard to pin down why some fail and others succeed. It's a gamble with goofy names.

(signature removed due to stupid)

Dirty Wizard
#2 - 2012-07-16 21:12:33 UTC  |  Edited by: Dirty Wizard
4) Proper Skills To Run A Corp.
Along with purpose location and name, you'll also need ingame corporation skills.
-Corporation Management skill increases the maximum number of members you can have in your corporation by +10 per level (you should have this one at 5)
-Ethnic Relations skill allows more members of different races to join your corp (I hear this skill is getting axed in the future because it's stupid).
-Anchoring skill really shines when you start messing with POS towers and POS guns.
-Megacorp Management skill increases the maximum number of members you can have in your corp by +50 per level (need Corporation Management 5 first).

Along with specific corporation skills, you'll also need leadership skills. You don't have to have them at all 5's, but being able to start up a fleet and have a lot of members join is the backbone of any good corporation. If you can't start a fleet or have a trustworthy member in the corp who can, then you're screwed. Being a great FC goes beyond ingame skillpoints as well. There's lots of tactics and discipline that goes into FC'ing a fleet. I won't go into it here because there's PLENTY of guides on the internet that deal with being an FC specifically. Just know that it's important.

5) What your corp does and doesn't do.
Now you're ready to start recruiting, but a question arises. What does your corp do exactly? This is where the vast majority of newer and older corporations fail. They don't know what they do (again, lack of purpose) thus their members don't know what they do and the CEO can't attract anyone to join. It doesn't make sense to join a corp full of guys who just stand around with their hands in their pockets. Your corp needs a purpose and activities. This defines what sort of corporation you are. Are you a mining corp? A mission running corp? An incursion corp? A wormhole corp? A piracy corp? What are you?

On the flipside, there are a plethora of corporations who do too much. Corps who claim to do everything there is to do in EvE which is a downright lie. Here's a snippet of a corp recruitment advertisement that I pulled straight from the ingame recruitment channel. The corp name has been altered to protect the stupid:
Corporation X Is Recruiting:
Our activities (these are what members do at different times):
* High sec exploration
* Low sec exploration
* Null sec sov holding
* Mining (solo and corp level fleets with orca)
* Mission running (solo and group/alliance)
* Manufacturing
* Capital ship manufacturing
* Incursions
* Wormholes
* Research and Invention
* Low sec PVP
* Null sec PVP
* Planetary Interaction
* Faction Warfare
* Trading and hauling (solo and group/alliance)

At face value, it seems like this corp is awesome. Look at all the things they do.
However when inspecting their member count they only have 4 members and no alliance. How does this corp do all of this with just 4 members and no alliance? Simple answer is they don't but that's the point. A corporation that does too many things (or claims to do too many things in this case) can't possibly survive and thrive. If your corp focuses on one specific activity, you will excel at it. If your corp focuses on two or three specific activities, you *might* be able to pull it off but barely adequate. If your corp tries to do EVERYTHING, you will achieve nothing.

A lot of CEOs get desperate to recruit. They try to appeal to everyone by trying to do everything. This always fails. It may seem illogical, but a corporation that focuses their efforts actually becomes more attractive to potential recruits than a corp that tries to do everything. Watch the ingame recruitment channel, you'll see dozens of CEOs making this mistake.

If your corp doesn't actively do X, then you can't call yourself an X corp.

Smaller corps have to focus their efforts into one or two activities to be effective. When membership becomes larger is when the corp is able to diverge into other activities. It's really a matter of having enough people to do each activity effectively.

6) Future Goals.
So your new corp has purpose, a great location, a kick-ass name, you've got the skills to run it, you've got an activity your members enjoy doing and are getting better at. Now what? Where is your corp going to be in the future? Having future goals prevents corporation stagnation. Your membership base needs goals to work towards. If it's always the same thing every time they log in, that gets boring pretty quickly. Your corporation needs goals. What are you ultimately trying to achieve? These are questions you need to ask yourself and answer them honestly. If you can't be honest with yourself regarding your corp, then it's doomed.

7) Roadmap To Success.
Having grand goals is great and all, but if you don't have any plans to get there, then it's meaningless. My personal goal is to be a billionaire by the end of this year. I have no plans on how I'm going to achieve that so it's really not a goal at all. It's a pipedream. If your corp has grand goals to achieve (and you really should), then you're going to need a roadmap or plan on how you're going to achieve that. It may take a long time to reach that goal, but if you know what needs to be done and you're hitting milestones along that path, your members will feel a sense of accomplishment and purpose within the corporation.

That's important because it breaths life into the corp. Your corp now has a life of its own. It's going to grow and develop. Be careful with your goals though. Don't let them fall to the wayside. If your goal for the corp is neglected and/or nothing significant is being done towards it, members will lose faith and leave. There's quite a few corps out there who have grand plans to do this or that, but don't actually do anything to get there. It's just words.

(signature removed due to stupid)

Dirty Wizard
#3 - 2012-07-16 21:12:43 UTC  |  Edited by: Dirty Wizard
8) Member Retention, Incentives And Benefits.
This is a hard topic to cover. Retention of members is complicated due to many different reasons. Infighting drama, lack of member activity, excessive CEO absence, CEO ******* behavior, using members as meat shields, little to no rewards, or other reasons. One of the biggest reasons highsec corps struggle to recruit and retain members is because most highsec activities can be done solo. If your corp is a mission running or mining corp, why would anyone join you if they can do exactly the same thing solo and tax free? That's not a rhetorical question and one that you need to put some consideration into.

If your corp has taxes, there needs to be a good reason for that tax money to go to other than your personal wallet. Players can easily create their own one man corp to avoid paying taxes when they do their thing. If you want people to join your corp, they will be forced to pay corp taxes. You'll have to use that tax to cover corp expenditures and help with members needs. This is where incentives and benefits come in.

Things like ship replacement programs are a great use for tax money if ship losses are kept low (proper FC skills play in well). Having a well thought out and written ship replacement program really does help, especially for newbies. I typically have a ship replacement program that covers any tech 1 frigate or destroyer. Any frig or destroyer lost, regardless of the circumstances, is guaranteed to be compensated by the corp wallet. That ensures that corp members who fly frigs and destroyers in PvP engagements are far more likely to participate when it doesn't affect their wallet. Corp defense is easier to muster when members know they're not risking their own assets. That's just an example though and yours may differ entirely if you have one at all.

Whatever you choose to do, make it clear that you're not simply pocketing the tax money.

Membership efforts towards corp goals should not go ignored nor unrewarded. If your mining corp has a major mining operation, you're going to have to pay everyone who was involved in some way. Nobody likes putting in hours and hours of effort to someone elses benefit unless they're getting *something* out of it as well. That's not to say your corp gives handouts. What I am saying is that a corporation is a Give & Take relationship. Not a Give & Give or a Take & Take relationship.

9) Empty Promises.

There seems to be an uprise in corporations making promises to their members that they can't keep. Simply put, don't promise your members anything you can't provide.

If you don't have the money available to pay for a ship replacement program, then don't promise a SRP. If you don't have orca support for your mining fleets, then don't promise orca support. Nothing makes members more disgruntled than being tricked into joining a corp, only to find everything that was advertised was a lie.

10) Weeding Out The Unsavories.

Sometimes you need to be brutally honest and tell people that you don't want them in your corp. There's no shame in it. EvE is a brutal game and full of unsavory people. Sometimes they're spies, griefers, drama queens, moochers, thieves or worse. When recruiting, ALWAYS ask for their full API key. An API key is not the same thing as an accounts username and password. It doesn't grant you power over their account. All it does is provide you with details on their character and other characters on the account. Nothing more.

There is absolutely no valid reason why anyone would refuse to give a full API key other than hiding something. And if someone is deliberately trying to hide something from you, then there's trouble brewing and you're better off refusing their membership alltogether.

Don't be afraid to ask questions. Why is your security status in the negatives? Why did you leave your last corporation? Why does your employment history have so many corp listings? Why are you in each of those corps for only a day or two? May I contact your previous CEO? What do you bring to our corporation? What do you want the corp to do for you? You get the idea.

Don't be afraid of turning away potential members just based on their time zone. If your corp is primarily a US east coast time zone corp and a eastern European wants to join, it's really going to suck for him. When he logs on is when everyone else is logging off for the night. He may be a cool and trustworthy person, but you're doing him a great disservice by recruiting him into a corp with a dramatically different time zone. Believe me, you'll be doing him a favor by turning him away from your corp.

Sometimes you'll recruit someone who later turns into a drama queen or is always spreading dissent within the corp. There's nothing wrong with disagreeing with the CEOs decision, but if it deteriorates into rumor spreading, drama and infighting then it needs to be dealt with swiftly and decisively. Democratic corps typically don't function well in EvE which is why the vast majority of them are ruled by CEO dictators, be them benevolent or malevolent.

Recruiting newbies is a decision you need to make early on. If you have the patience to teach them the ropes, then good on you but they can sometimes be a hindrance. If your corp is made up of older knowledgeable players and you've got one rookie, he may have an easier time learning the game. On the flip side if your corp is made up of a lot of rookies, you'll find your corp making a LOT of silly mistakes. It's to your discretion whether or not to have SP limits.

As a final note, it's so very important not to recruit anyone and everyone that wants to join. I can guarantee you'll pick up quite a few bad apples or worse.

(signature removed due to stupid)

Dirty Wizard
#4 - 2012-07-16 21:12:53 UTC  |  Edited by: Dirty Wizard
11) Common Myths, Misunderstandings And Misconceptions.
The end of the guide, finally! Before I wrap this up, I wanted to touch upon a few myths, misconceptions and misunderstandings that are so very common:

Myth: Highsec is supposed to be safe.
This is simply not true. Highsec is safer but not 100% safe. It's not supposed to be completely safe. suicide gankers and griefers can still happen and they have every right to do so. They're not breaking any rules. Concord does NOT protect, they only punish.

Myth: That wreck belongs to me because I killed it.
Wrong. Simply wrong. Concord places no value on wrecks, thus anyone can come along and salvage the wreck without penalty. The contents of that wreck may belong to you, but the wreck itself belongs to no one which is why anyone can salvage it.

Myth: Jetcan mining is the preferred method of mining.
It may be efficient to jettison the ore and pick it all up at once in an industrial ship, but you open yourself up to griefers and can flippers. That's the risk you run when you jetcan mine. BTW jetcan mining is typically not recommended.

Misconception: Griefing, scamming, stealing, and bad player behavior is an offense that the GMs will protect you from.
This is true in other MMOs, but not here in EvE. In EvE you are allowed to grief, scam, steal, lie and cheat to your hearts content. Very little behavior in EvE is considered griefing and only in the most extreme cases will the GMs need to intervene.

Misconception: Bigger ships are better.

That concept works in other MMOs but not in EvE. Bigger is not better. Bigger ships do more damage but are more expensive and have a hard time hitting smaller ships. Small ships are cheap and can hit just about everything, but don't do a lot of damage. A group of small ships working together can do some serious damage though. Think of a brontosaurus being taken down by a pack of small raptors and you've got the right idea.

Myth: I can avoid PvP alltogether if I stay in highsec.
False. PvP will eventually find you whether you like it or not. Nobody is ever 100% immune or safe from PvP. When that time comes you should be prepared to fight or have a good exit strategy.

Misconception: Newbies are useless and aren't welcome in larger corps or alliances.

This is 100% false. The Goons have built their empire on the backs of newbies banding together. To say newbies are useless and ineffective is a downright lie. Proper guidance can turn a newbie into a deadly force to contend with.

Misconception: What is NBSI and NRDS?

NBSI stands for Not Blue, Shoot it and it typically applies to corp mates, alliance mates, and other players with good standings. Everyone else you shoot on the spot. Typical places where you see this policy in effect is lowsec, nullsec and wormholes.

NRDS stands for Not Red, Don't Shoot and it typically applies to everyone who doesn't have bad standings with your corp or alliance. Typical places where you see this policy in effect is highsec (and in some rare cases nullsec). NRDS is a given since you don't run around shooting non blues in highsec anyways. Concord frowns on that sort of behavior.

Misconception: What is an Ore Buyback Program?
It's rather funny just how many corporations advertise to have an Ore Buyback program yet don't actually know what it means nor how it works. It basically means whatever ore you mine from asteroids (be it solo or as a fleet), the corporation will buy that ore from you at a fixed price per unit. Typically at 15% less than Jita buy order prices. It saves the miner the trouble of hauling it out to a trade station and it's a fixed price that you know you're going to get. Market prices for ore and minerals tend to fluctuate so the price you'd get one day may not be the same the next.

Misconception: What is Orca/Rorqual support?

Orcas and Rorquals are capital class ships that greatly aid a mining fleet. The Rorqual is limited to lowsec nullsec wormholes and cannot travel to highsec. Orcas are like the Rorquals little brother and can move freely in highsec. When properly fit, an Orca/Rorqual can give substantial bonuses to mining yield, range, capacitor use and so on. Plus they have large cargo holds. Great things to have in mining fleets. No jetcan mining necessary when an Orca or Rorqual is on the field.

(signature removed due to stupid)

Dirty Wizard
#5 - 2012-07-16 21:13:04 UTC  |  Edited by: Dirty Wizard
Misconception: Lowsec is full of pirate players and I can never get in due to every gate being camped.
Not true at all. The vast majority of low and nullsec is completely empty. Many systems don't see a player enter for days or even weeks. It's the low or nullsec systems that border highsec is where the player pirates like to congregate. Get in a few jumps deep and system population drops off dramatically.

Misunderstanding: Why do so many corporations and alliances require some form of voice coms to join?

Voice coms are such an important aspect of EvEs gameplay that it's often mandatory. If you have a PvP fleet who's members are on voice coms fighting a PvP fleet who's members don't have coms, I guarantee the voice coms fleet will win every time. Some corps and alliances will let you get away with not having a mic and not talking on voice coms, but being able to hear others on coms is an absolute must. Any corporation worth a damn will have voice coms.

Misunderstanding: What is a Ship Replacement Program (SRP)?

Some corporations and alliances will compensate you for your ship losses under a Ship Replacement Program (or SRP for short). They typically have a document that details what the SRP covers and doesn't cover and how much isk compensation you will receive. SRP's are a great way to incentivize players into participating in PvP fleets with low chances of success.

Myth: Concord will step in if one of your corpmates shoot you.
Absolutely false. Corpmates are free to shoot and pod each other for any reason in any place. This becomes a problem for both new recruits and CEOs recruiting. You don't want to field your expensive ship just yet until a trust builds up. Otherwise that new recruit may come down and smash your expensive ships or the corp members may do the same to you.

(signature removed due to stupid)

Lost Greybeard
Drunken Yordles
#6 - 2012-07-16 22:44:27 UTC
Dirty Wizard wrote:
But if you intent to recruit others, then your corp needs to have a purpose and direction. It's common for newbie CEOs to make a corp with the sole purpose of being "A chill and relaxed place for people to hang out in". That may work in other MMOs, but EvE is like no other MMO. This kind of corporation ALWAYS fails.

Yeah, no. Making a corp just for the sake of chatting with people and doing your own thing, and occasionally kicking the ass of someone that's harassing your members, is a completely legitimate reason to create a corporation. Admittedly it's going to make your corp a little less friendly to rookies who run obsessive (mine ALL THE MINERALSblarglblargl) but if anything it's one of the more popular corp styles among older players, especially those that are adults and don't have 25 hours a day to devote to the whole you-will-have-fun-its-compulsory thing.

My corp's been around several years using this style and had no particular issues with the casual playstyle. So long as you're aware that rule zero of MMOs* is extra important in this type of organization you should be perfectly fine. Having people to chat with, help or get help from occasionally, and feed your PoSes with their PI bullshit is more than sufficient benefit for a corp for the typical generalist player, who doesn't _want_ to get stuck doing one thing for months on bloody end.

Also, it's worth noting that a corp dissolving or losing members isn't necessarily a failure. Look at Red v Blue, those dudes have turnover that would make the manager of a video rental kiosk in a mall blush with shame, and they're going pretty strong. And plenty of corps are temporary endeavours by nature and dissolve as easily and with as few hard feelings as they formed, with plenty of friends lists expansion all over as members relocate and move on. It's a damned game, treating it like a job is an outright mistake that'll burn you out faster than anything else.

*Rule zero: Don't be a ****.
Vilnius Zar
SDC Multi Ten
#7 - 2012-07-16 23:38:24 UTC
Awesome guide, should be copied to the official wiki imo.
I've Fixed it
#8 - 2012-07-17 13:24:24 UTC
Great Guide!

While I have never been a CEO I have been in more than a few corps.

Sometimes I think new players could do with a guide on avoiding crappy corps & I think this could be a bit of an eye opener for them anyway. CEOs need encouragement too.
Braxus Deninard
Hard Knocks Inc.
Hard Knocks Citizens
#9 - 2012-07-17 15:07:54 UTC
Very nice guide, not a CEO for sure, and only been in one player owned corp, but still very interesting to read, and I'm sure it's very helpful for both current and budding CEO's.
Petrus Blackshell
#10 - 2012-07-17 16:00:08 UTC
Awesome guide!

I tried to get Rifterlings off the ground three times, and the third it finally worked. The first two times I was falling for many of the pitfalls outlined in the OP, but there was also something else: the intangible experience of what a corp really is. This is why I strongly counter-recommend that any newbie create a corp right away. Join another one, learn how it works, maybe serve in some minor leadership position to be used to people relying on you, then form your own corp.

Another point you should make: as you manage a corp, you need to keep learning and adapting. Until recently I was managing most aspects of the corp myself, and I felt myself beginning to burn out. So, I restructured the corp's leadership to include more of the senior members, and things are manageable again.

There are tons of little tips, but this guide covers a large portion of what it takes to run a corp. Good job!

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Petrus Blackshell
#11 - 2012-07-17 16:11:11 UTC
Also, re: weeding unsavories, this is completely true:

(okay not really, but the mentality is there)

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Pinstar Colton
Sweet Asteroid Acres
#12 - 2012-07-17 16:58:41 UTC
Great guide! Very good and valid points, the OP has clearly had experience with this subject.

Just a few bits to add from my own experience:

Recruitment from outside of EVE:
If you have a strong interest in something not related to EVE, reach out to message boards and websites related to that interest. You may find a surprising wellspring of recruits or allies from other people who share that interest. Having a common interest within a corp helps make corp chat a little more lively and may inspire members to participate longer and more actively than they would have if the corp was just a random collection of people with no common interests. If anything, it helps break the ice and allows you to establish a social connection more easily than you would a complete stranger.

I'm a big believer in Intrinsic motivation. A corp member is both happier and more productive when they are doing something because THEY want to, not because someone told them, bribed them or threatened them to do it. This may seem problematic when you are trying to organize efforts, but in the long run it makes things much more sustainable. As a CEO, the best thing you can do is point out the benefits of a specific course of action, be it attending an op, training a specific skill or moving to a specific location. If the player decides, of their own free will, to follow your advice and take your prescribed course of action...they'll be all the happier for having arrived at that decision themselves. If they decide against your suggestions, there is a good chance they wouldn't have really enjoyed doing that activity in the long run anyway.

I'll take an eager miner who shows up in a Retriever for our mining ops because they want to over a jaded Hulk pilot who feels they HAVE to attend a mining op but would rather be doing something else.

In the cat-and-mouse game that is low sec, there is no shame in learning to be a better mouse.

Dirty Wizard
#13 - 2012-07-17 19:37:37 UTC
Wanted to add another point.

12) Don't Pretend To Be Something You're Not.
This problem is so very common ingame in the recruitment channel and the recruitment forums. Corporations claiming to be a type of corp when they're really not. It's such a massive problem that everyone is calling each other out on the lies. It's getting to ridiculous proportions. For example:

If your corp doesn't do wormholes, then don't say you're a wormhole corp!
If your corp doesn't do incursions, then don't say you're an incursion corp!
If your corp doesn't live in nullsec or lowsec, don't say your corp lives in nullsec or lowsec!

Holy freakin Jebus! Why would you ever claim your corp to be something its not?
To attract new recruits maybe? That's **** poor logic because they're just going to leave disgruntled after discovering the truth. You're left with no members and a bad reputation. If your corp has plans on being a wormhole corp in the future, then great. But until your corp actually starts doing them, you can't call your corp a wormhole corp.

If you and Fred once found a wormhole on probe scan, that doesn't qualify your corp as a wormhole corp. This is actually a real example of what I've encountered. My alt was looking for a wormhole corp. This small corp said they do them all the time. After two weeks with them I've discovered they don't actually live in a wormhole. They don't actively do wormholes nor have they even been in one for over a year. But because they once found a wormhole on probe scan, they felt justified in calling themselves wormhole explorers.

An isolated incident of stupid? Hardly. This is so very common. Every time I see a new corp advertising themselves to be a wormhole or incursion corp, I ask when was the last time they actually did that activity. The answer is usually never or once a long time ago.

Don't be that corp. Be better than this. If your corp does Activity X, then feel free to advertise it. If you don't do Activity X, then don't pretend to be. It will only end badly for your corp.

(signature removed due to stupid)

Call Rollard
Caldari Provisions
Caldari State
#14 - 2012-07-17 20:48:10 UTC
Dude, just to say. Your infomation helped, gives out good tips!

As a starting CEO, I can see how difficult making a corp is. i think the biggest problem is finding someone and recruiting, lol. Thats for me anyway. Only one person in my corp right now, which is me. So after reading your infomation I am Big smile
Dirty Wizard
#15 - 2012-07-17 20:50:03 UTC
Call Rollard wrote:
Dude, just to say. Your infomation helped, gives out good tips!

As a starting CEO, I can see how difficult making a corp is. i think the biggest problem is finding someone and recruiting, lol. Thats for me anyway. Only one person in my corp right now, which is me. So after reading your infomation I am Big smile
If you really believe in your corp, it should do well. New corps have a hard time in the beginning. Sometimes it takes them months to really take off.

I hope you do well.

(signature removed due to stupid)

Teyr Malleis
University of Caille
Gallente Federation
#16 - 2012-07-18 11:24:17 UTC
This is a truly fantastic guide for prospective CEOs. It would also be very useful for every person looking for a new corp as they should ask about a lot of the points raised here when chatting to any recruitment officer. Awesome job Dirty Wizard.

Also with regard to point 1 - purpose: not only do you need to know what you want your corp to achieve, you should also ask yourself "why do I want to be the leader of the corp? Why start something new rather than join someone else's corp?" Make sure you would be happy with giving an honest answer to that to your prospective recruits, otherwise I believe you would be doomed to fail.
ROC Academy
#17 - 2012-07-18 18:21:00 UTC
I would add a simple tip in terms of asking recruits to do one thing.

Get them to join estel arador and get jump clones. This will massivley boost willingness of players to try the riskier (and cooler) stuff in the game.

It takes a couple of hours and is well worth it
Evei Shard
Shard Industries
#18 - 2012-07-18 21:57:07 UTC
Thank you for putting this guide together. It's great, and worth keeping around!

I have a question or two that came about while reading some of the details on dealing with members.

CEOs have a lot of options at their fingertips when setting up a corporation, and, as mentioned, being able to trust someone is vital.

What are the best/most-used practices when it comes to corporate hangar divisions when a corp has an office at a station?

Profit favors the prepared

Dirty Wizard
#19 - 2012-07-18 23:15:26 UTC
Evei Shard wrote:
Thank you for putting this guide together. It's great, and worth keeping around!

I have a question or two that came about while reading some of the details on dealing with members.

CEOs have a lot of options at their fingertips when setting up a corporation, and, as mentioned, being able to trust someone is vital.

What are the best/most-used practices when it comes to corporate hangar divisions when a corp has an office at a station?
For corporate hanger access, that's typically a no. The vast majority of corps don't give their members corp hanger access unless they have a good reason and need for it. Corp theft happens all the time when naive CEOs grant corp hanger access to members AND put valuable stuff in said hangers.

On the flipside to that, it can serve as corp theft bait. Give members access to the lowest level hanger access and throw in about 5 to 10 million isk worth of assets inside. I've seen this act as very effective bait for would-be corp thieves who get impatient and take this.

But back to the main point. corp hangers (aside from POS corp hangers) really aren't used all that much and if they are, it's between high ranking and trustworthy members of the corp. Everything else is done through trades and contracts.

(signature removed due to stupid)

Evei Shard
Shard Industries
#20 - 2012-07-19 00:28:58 UTC
Interesting. Thank you for the reply. :)

Profit favors the prepared

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