Configuring Markets¶
Markets are the foundation for almost everything price-related in EVE Console — Trade Opportunities, Net Worth, build costs, the Production Calculator, and the Item Browser all read from the prices produced here.
A price source answers two questions:
- Where do orders come from? — an entire ESI region, or a single player-owned structure.
- How is the raw order book cleaned up? — an optional high/low percentile filter that trims outlier orders before a price is computed.
You then choose, once, which source values your assets and which source prices your manufacturing inputs, and how gaps are filled when the market has no orders for an item.
All of this lives in Settings — click the ⚙ gear button in the top-right of the title bar, then open the Market tab.
Recommended setup
A fresh install of EVE Console already has two Region sources: The Forge (Jita's region) and Domain (Amarr's). Both have the high/low filter on at 1 %. Asset Value and Manufacturing Cost both default to The Forge / Sell, which is the recommended choice, so you normally don't need to change them. Keep The Forge even if you trade elsewhere, because asset valuation uses it.
If there's a market you regularly use outside Jita — another region, or your home player structure — add it as its own source as well. Several tools compare two markets (for example Trade Opportunities), so they only become useful once you have a second source to compare against.
Key concepts¶
- Price source (method) — each source pulls order data one of two ways:
- Region — all public orders for an entire region, from ESI. Use this for NPC trade hubs (e.g. The Forge for Jita). Orders placed inside player-owned structures aren't included; only regional buy orders posted from structures appear.
- Player Structure — every order inside one player-owned structure (citadel, engineering complex, etc.). Requires an auth character with docking access. Use this for null-sec staging keeps and other private markets.
- High/low percentile filter — thinly-traded items (capitals, supers, titans) often carry a few garbage orders far from real value. Enabled per source, it discards the extreme N % of the book: sell price becomes the N-th-percentile cheapest order, buy price the (100−N)-th-percentile highest. Sources you add yourself start at 5 %; the two seeded sources use 1 %.
- Default pricing — separately from the sources, you pick which source (and whether Buy, Sell, or Split — the midpoint of buy and sell) drives asset valuation and which drives manufacturing cost.
- Missing-price markup — a build-cost floor for items the market can't price:
price = build cost × (1 + markup%).
NPC-seeded sell orders (which never expire) are excluded from pricing so that anonymous NPC orders don't drag prices toward seed value.
Fuzzwork sources from older versions
Earlier versions also offered a Fuzzwork method, which read pre-computed percentile prices from fuzzwork.co.uk. You can no longer pick it for a new source, but an existing Fuzzwork source still refreshes. It stores one price per item and no individual orders, so the Item Browser's Market Orders tab needs a Region or Player Structure source instead.
Adding a price source¶
- Open Settings ▸ Market. Existing sources are listed on the left under Price Sources; click Add to create a new source, then fill in its details on the right.
- In the edit panel on the right, pick a Method: Region or Player Structure. A short note explains each one, and the fields below adapt to your choice.
- Set a Location Name — a friendly label such as Jita 4-4 that appears in the source list and the Default Pricing dropdowns.
- Point the source at a location, depending on the method:
- Region — choose from the Region dropdown (e.g. The Forge). Optionally set a Station Filter to restrict prices to one station; the list is populated after the source's first refresh.
- Player Structure — enter the structure's Location ID; the resolved name appears automatically a moment after you stop typing. Don't know the ID? Expand Find Location by Name…, search, pick a result, and click Use Selected. This method also needs an Auth Character with docking access — select one from the dropdown (structure lookups fail without it).
- Leave Filter High/Low Orders on (default) unless you have a reason not to, and adjust Filter % if needed (0.1–25, default 5).
- Make sure Enabled is ticked. The source saves as you edit it; there's no Save button.
- Click Refresh This to pull prices now (or Refresh All at the bottom to refresh every source). The Last refresh and Status lines report the result.
Setting default pricing¶
The Default Pricing panel (below the source list) decides how the rest of the app turns sources into the single price it needs:
- Asset Value — the source and price type (Split / Buy / Sell) used for Net Worth and asset valuation. Defaults to The Forge / Sell.
- Manufacturing Cost — the source and price type used when pricing build inputs. Defaults to The Forge / Sell, which is what you'd pay to buy the materials.
- Missing Price Markup (default 15 %) — applied when the market has no sell
orders for an item:
price = build cost × (1 + markup%). If there are no buy orders, buy falls back to sell. - Filter lowball buy orders below N % of build cost (on by default, 10 % on a fresh install) — drops absurd buy orders from the buy price calculation. It applies to Region and Player Structure sources only. Those orders still show in the market UI; they're just ignored when computing a price.
These save as you change them, and a short line beside them confirms it.
Build costs¶
EVE Console stores a build cost for every manufacturable item, worked out from your industry park and the Manufacturing Cost source above. Build costs are recalculated automatically after every market refresh.
To force an update, for example after changing pricing or your industry park, open Settings ▸ Industry and click Recalculate Build Costs under Build Costs. The line beside the button reports progress.
The same tab has a Production Calculator option: Purchase a component instead of building when its market value is ≤ N % of build value (off by default, 100 %). When it's off, the calculators build every component they can, and buy only the items that genuinely can't be costed. When it's on, a component whose market value is at or below that share of its build cost is bought instead of built. It's off by default because component markets move a lot, and a few cheap units don't guarantee the quantity you need at that price. The option saves as you change it.
Price history¶
The Settings ▸ Price History tab lists the Price History Regions. A background job refreshes the last 30 days of market history for every traded item in these regions, once every 24 hours per item, so the opportunity tools and the Item Browser's Price History tab can read it from the database. The Forge and Domain are set up on a fresh install.
- To add a region, pick it from the dropdown and click Add Region. To stop collecting a region, click Remove on its row.
- The job paces itself against ESI's error limit, so a large region such as The Forge fills in gradually over several sessions.
- Watch progress on the Price History tab of Background Processes.
Related¶
- Industry Parks — build costs feed the missing-price markup and lowball filter above.
- Production Calculator
- Browse all tools