The power of the New Order grows fast, we are able to cleanse a constellation from rebels in a week or two. Miners who refuse all the light of The Code have no place in highsec! We moved to North Everyshore just two weeks ago, and we are already moving south again as the targets ran thin. This is great news for us, but also lot of trouble for me, who is engaged in supplying the New Order with catalysts and fittings. Currently we are using 2-3 HQs to cover a zone (which is usually a constellation or two) and the Knights ride out from these, taking 1-2 gates to hit the followers of The Machine.
There is a tactical and a logistics problem with this: the catalysts aren't aligning fast, so they are easy targets of vultures. A single long-point ship can take down a cata by scramming it until the faction police arrives and kills it. Taking gates is problematic already and as the amount of rage among the bot-aspirants grow, it will eventually become impossible. The logistics problem is that it's impossible to keep so many HQs seeded. Seeding needs capital, market orders and market update time. As we are operating in larger and larger land, the number of HQs to seed are increasing.
As first countermeasure I checked my transaction log and deleted 1/3 of the items, the ones that didn't sell well. The following items remained on the list:
To solve this problem, I designed the warehouse system: one warehouse within 4 jumps of any target system. I try to match them with tactical HQs, but they aren't the same, there will be more HQs than warehouses. The purpose of the warehouse is to allow Knights to shop nearby. The shopping should be done by a normal sec status character who buys for his main or for his fleet. The destroyer fittings are small, so a battleship or Procurer/Skiff with cargo extenders can transport for a whole fleet. Using T1 industrials is obviously not advised. I will build up warehouses as the New Order moves. Warehouse stations should have repair facility (because the looted guns are damaged from overheat) and preferably factory slots to manufacture catalysts.
OK, the Knights (or second level traders) can shop in the warehouses. But what about Catalyst hulls? They'd need T2 industrials, Orcas or freighters to move more than one at a time. To solve this problem, here is an ambitious plan: Hulls seeded to every relevant system. So the Knight docks, buys hull, his alt or fleetmate gets fittings from the nearby warehouse and he can do his holy duty without taking gates. I will list the Catalyst hulls purposefully high, like 30% above Jita to discourage hostiles from buying it out and to encourage people to import/manufacture hulls. I'd be happy if I wouldn't sell a single hull because that would mean others took this not really profitable - yet essential - duty from me. I'll simply serve as an emergency hull provider, if all else fails, you can still buy from me, without insane cost (currently 1.9M).
The first Warehouse will cover our recently abandoned operations: North Everyshore. The warehouse will be Carirgnottin IX - Moon 5 - Impro Factory. Below you can see the map of the covered zone without lowsec and 0.8+ security systems unless they are bridging to targets:
Yes, I'm not happy about those 4-5-6 numbers, but Deninard is surrounded by lowsec in every other direction so can only be supplied from this side and alone doesn't deserve a warehouse. The neighborhood of Bereye has no ice belts and is close to the next warehouse, which is Jaschercis III - Moon 1 - Federal Freight Storage: 
The third warehouse, Brapelille IV - Moon 2 - Federal Freight Storage: 
This is a relatively small, but busy zone, full of rebel miners.
The fourth warehouse is fully my design, I moved in here first and found so many rebels that I choose to build a warehouse to support fighting them. The HQ is Mesybier II - TransStellar Shipping Storage, 5 jumps from Dodixie:
There is a tactical and a logistics problem with this: the catalysts aren't aligning fast, so they are easy targets of vultures. A single long-point ship can take down a cata by scramming it until the faction police arrives and kills it. Taking gates is problematic already and as the amount of rage among the bot-aspirants grow, it will eventually become impossible. The logistics problem is that it's impossible to keep so many HQs seeded. Seeding needs capital, market orders and market update time. As we are operating in larger and larger land, the number of HQs to seed are increasing.
As first countermeasure I checked my transaction log and deleted 1/3 of the items, the ones that didn't sell well. The following items remained on the list:
- Anode Light Ion Particle Cannon I
- Anode Light Neutron Particle Cannon I
- Catalyst
- Federation Navy Antimatter Charge S
- Gallente Shuttle
- Gauss Field Balancer I
- Initiated Harmonic Warp Scrambler I
- Insulated Stabilizer Array I
- Light Ion Blaster II
- Light Neutron Blaster II
- Magnetic Field Stabilizer II
- Magnetic Vortex Stabilizer I
- Prototype Sensor Booster
- Regulated Light Neutron Phase Cannon I
- Scan Resolution Script
- Small Hybrid Burst Aerator I
- Small Hybrid Collision Accelerator I
- Void S
- Zainou 'Deadeye' Small Hybrid Turret SH-603
To solve this problem, I designed the warehouse system: one warehouse within 4 jumps of any target system. I try to match them with tactical HQs, but they aren't the same, there will be more HQs than warehouses. The purpose of the warehouse is to allow Knights to shop nearby. The shopping should be done by a normal sec status character who buys for his main or for his fleet. The destroyer fittings are small, so a battleship or Procurer/Skiff with cargo extenders can transport for a whole fleet. Using T1 industrials is obviously not advised. I will build up warehouses as the New Order moves. Warehouse stations should have repair facility (because the looted guns are damaged from overheat) and preferably factory slots to manufacture catalysts.
OK, the Knights (or second level traders) can shop in the warehouses. But what about Catalyst hulls? They'd need T2 industrials, Orcas or freighters to move more than one at a time. To solve this problem, here is an ambitious plan: Hulls seeded to every relevant system. So the Knight docks, buys hull, his alt or fleetmate gets fittings from the nearby warehouse and he can do his holy duty without taking gates. I will list the Catalyst hulls purposefully high, like 30% above Jita to discourage hostiles from buying it out and to encourage people to import/manufacture hulls. I'd be happy if I wouldn't sell a single hull because that would mean others took this not really profitable - yet essential - duty from me. I'll simply serve as an emergency hull provider, if all else fails, you can still buy from me, without insane cost (currently 1.9M).
The first Warehouse will cover our recently abandoned operations: North Everyshore. The warehouse will be Carirgnottin IX - Moon 5 - Impro Factory. Below you can see the map of the covered zone without lowsec and 0.8+ security systems unless they are bridging to targets:



The fourth warehouse is fully my design, I moved in here first and found so many rebels that I choose to build a warehouse to support fighting them. The HQ is Mesybier II - TransStellar Shipping Storage, 5 jumps from Dodixie:



















