For the first two parts of this series, see the posts on fleet commanders and building a community.
There are a lot of dull and dreary little corporations in Eve. And, strictly speaking, each of those has a story arc. That story tends to go like this: someone decides that he wants to run a corporation, with no goal beyond the office, the title, the importance and perhaps the riches. Babes would be nice but one even self-important oafs are not total fantasists. He trains the skills; he forms the corporation; he invites some people from the godawful linguistic desert which is newbie corp chat; he advertises for a few more members and buttonholes people that he notices running level 4 missions in empire who are in NPC corps; he collects tax at 10%; they get wardecced and lose some ships; they join a nullsec renter corp; they jump alliances when their ratting space is taken by an invading space and they can no longer rat; he stops logging in as much; they atrophy and die; they sit there with 17 unsubscribed and unbooted members until the servers go dark. Continue reading What Makes a Great Corporation: The Big Story