SovMechanics

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Contents

Class Information

Sovereignty Mechanics 1 (Original class design by Zevin Rialto)

Summary:

General Information

Nullsec Infrastructure I: The Mechanics of Sovereignty is an introduction to the mechanics of the sovereignty system in claimable nullsec space. Upon completing this class, students should be able to understand the benefits of sovereignty, identify where it can and cannot be claimed, determine how to claim an unclaimed system, and understand the basics of sov warfare.

Class contents:

[* Practical exercise]

Student requirements:

Notes for the Teacher

Required materials:

This class is intended to be used with a simulation of a simple sov warfare scenario. As such, it is meant to be held on the Singularity test server to allow the students to participate in combat that would violate the EVE University Rules of Engagement if done on the live server. If the simulation is eliminated, the lecture-only class may be held on the live server.

Class Contents

Introduction

Welcome to Nullsec Infrastructure I: The Mechanics of Sovereignty. Over the next 2-3 hours we'll learn about what sovereignty is and how it works in relation to game mechanics. This class will not cover the politics or diplomacy of sovereign space. Nullsec Infrastructure II: Outposts and Jump Bridges will cover those topics in more detail, since they're a bit too complicated to fit into an introductory class.

Sovereignty is one of the great driving forces in the relationships among powerful entities in nullsec space. Its benefits motivate massive wars between the largest alliances and coalitions in New Eden, all vying for sovereignty over the most lucrative systems in nullsec. An understanding of sovereignty is vital for anyone who wants to live in nullsec or simply has an interest in the politics and workings of nullsec alliances.

This class involves a concept that's not often used in Uni classes: a scripted series of events in which you, the students, will participate in order to experience for yourselves as much as possible of the information covered in the class. This amounts to a simulation of dealing with a particular situation that will allow us to see much of what this class discusses first-hand (though admittedly one or two of the events you see may be a little far-fetched).

The fictional situation is as follows: the Uni's leaders have decided to take another try at claiming sovereignty. (For those who weren't aware, the Uni used to be part of a sov-holding alliance known as The Big Blue, but ran afoul of some of the bigger nullsec powers of the time and was eventually forced out). Our fleet has been instructed to learn about the basics of sovereignty and then look into the possibility of expanding our territory by taking nearby systems from their current owners. I am your fleet commander, and am authorized to exercise my judgment in deciding whether to attack. Are there any questions on this before we start?

What is Sovereignty?

Sovereignty, put simply, is official control of a system, recognized by the EVE client. In in-universe terms, non-Empire alliances use Territorial Claim Units to assert their control over systems not claimed by any major faction, and can continue to control such systems as long as no one acts to stop them. Along with making the system owners' POS structures use 25% less fuel, sovereignty allows an alliance to publicly declare its ownership of a system, to construct outposts, and to install powerful upgrades in the Infrastructure Hub. These upgrades can cause a system to become a better source of income, give the alliance new options for defense, and even allow the construction of mighty supercapital ships.

How Can I Claim Sovereignty?

Requirements to claim a system

So What? What Does It Do for Me?

Now that you control the system, all of your POS towers in this system use 25% less fuel. More importantly, you can anchor an Infrastructure Hub to install upgrades that improve different aspects of your system. There are three categories of upgrades: Industrial, Military, and Strategic. Each category has a Development Index of the same name, and you must have a high enough level of the appropriate index to install each upgrade. Note that these indices can only be improved if there is an active I-Hub in the system, so don't try to build them up before you anchor the Hub. Once installed, upgrades cannot be removed without destroying them. If the relevant index drops below the required level, the upgrade is turned off, but not destroyed, and it will automatically start working again once the index is increased.

Industrial

Military

Strategic

Someone Has the System I Want. How Do I Take It From Them?

    1) There is a TCU in space in the system.
    2) The TCU is online.
    3) The enemy controls the TCU.
    1) The controlling alliance does not hold an outpost or an Infrastructure Hub in the system.
    2) There are Sovereignty Blockade Units anchored and online at more than half of the gates in the system.

The next class in this sequence will go into more detail on outposts and how to deal with them; for now, we can see that there isn't an outpost here, so that condition is fulfilled. The SBU can be anchored by anyone with the roles to anchor a TCU, so if we were preparing an attack we could anchor them here. Note that this results in an evemail being sent to members of the corp that owns the system, so you don't want to do it too early if the enemy doesn't know you're coming. SBUs are needed to make an I-Hub vulnerable also, so in this case, we'd need to anchor them, then destroy the I-Hub, and finally destroy the TCU.

Important Points About the SBU

At this point the simulation kicks into high gear. Since some of the events are intended to be a surprise, anyone wishing to run this class should contact the author, Zevin Rialto, for details of how to handle the simulation.

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