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Sovereignty: Difference between revisions

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Claiming Sovereignty: - Insert two major section, Equinox sov system, and break it up into upgrades and ratting bands.
m Remove utm tracking code from link.
 
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|On Equinox release day, 11 June, all existing infrastructure hubs will automatically convert to sovereignty hubs in legacy IHub mode. Note that if a system has a synchronous TCU and IHub ownership, it will be the IHub that converts to the sovereignty hub.
|On Equinox release day, 11 June 2024, all existing infrastructure hubs(IHub) will automatically convert to sovereignty hubs(Sov Hub) in legacy IHub mode. Note that if a system has a synchronous Territorial Claim Unit(TCU) and IHub ownership, it will be the IHub that converts to the sovereignty hub.




Sovereignty Hub Transition (Planned for <s>20 June 2024</s> 27 June 2024) [https://www.eveonline.com/news/view/equinox-expands-a-new-update Delay reason]
Sovereignty Hub Transition (Planned for <s>20 June 2024</s> 27 June 2024) [https://www.eveonline.com/news/view/equinox-expands-a-new-update Delay reason]


The transfer period will end with the next expansion, when any sovereignty hub operating in legacy IHub mode will be automatically transitioned into Sov Hub mode.
<s>The transfer period will end with the next expansion, when any sovereignty hub operating in legacy IHub mode will be automatically transitioned into Sov Hub mode.</s>


For an in-depth explanation of the SovHub transition, you can visit the [https://www.eveonline.com/news/view/sovereignty-structures-and-transition Sovereignty, Structures & Transition devblog]. More info: [https://www.eveonline.com/news/view/sovereignty-updates-transition-and-upgrades Sovereignty Updates: Transition & Upgrades]
Transfer period ended on 29 October 2024 [https://www.eveonline.com/news/view/patch-notes-version-22-01 Patch notes Release 2024-10-29.1]
 
For an in-depth explanation of the Sov Hub transition, you can visit the [https://www.eveonline.com/news/view/sovereignty-structures-and-transition Sovereignty, Structures & Transition devblog]. More info: [https://www.eveonline.com/news/view/sovereignty-updates-transition-and-upgrades Sovereignty Updates: Transition & Upgrades]


The Sovereignty Hub's capabilities grow as upgrades are added for coordinating defense, industry, resources, and logistics. Each dedicated upgrade requires a mix of colony resources in the form of workforce, power, and reagents, and apart from the base power generated from the stellar flux, these must be provided by planetary exploitation through the new [[Orbital Skyhook]]s.
The Sovereignty Hub's capabilities grow as upgrades are added for coordinating defense, industry, resources, and logistics. Each dedicated upgrade requires a mix of colony resources in the form of workforce, power, and reagents, and apart from the base power generated from the stellar flux, these must be provided by planetary exploitation through the new [[Orbital Skyhook]]s.
* The Sovereignty Hub will generate some amount of energy for the system. The amount of energy generated by this structure is determined by an attribute on the star.
* The Sovereignty Hub will generate some amount of energy for the system. The amount of energy generated by this structure is determined by an attribute on the star.
* When a SovHub registers the claim (either a new one, or due to transition) any TCU in the system will be destroyed.
* When a Sov Hub registers the claim (either a new one, or due to transition) any TCU in the system will be destroyed.




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== Sovereignty Structures ==
== Sovereignty Structures ==
Each system in Sov Null can potentially have one of each of the following structures associated with it.
Each system in Sov Null can potentially have a '''sovereignty hub'''  (Sov Hub) anchored in it that will confer ownership of the system to the alliance that anchored the hub. The Sov Hub allows the owners to upgrade the system and erect special structures.  
* Territorial Claim Unit (TCU)
* Infrastructure Hub (I-Hub)


Each of these structures provide benefits to the owner.
Sov Hubs can be destroyed by their owner. Any director of their owner corporation can warp to them, right click the sovereignty hub, and select "Self-Destruct". If it is not canceled, it will explode and disappear, allowing players to place a new sovereignty hub. Any director of the owner corporation can warp to them to cancel Self-Destruct by right-clicking it and selecting "Abort self-destruct sequence".


TCU and I-Hub can be destroyed by their owner. Any director of their owner corporation can warp to them, right click the sovereignty structure, and select "Self-Destruct". If it is not canceled, it will explode and disappear, allowing players to place a new sovereignty structure in a different location than they want. Any director of their owner corporation can warp to them to cancel Self-Destruct by right clicking it and selecting "Abort self-destruct sequence".
Initiating and canceling Self-Destruct on a sovereignty hub will cause alliance members to receive a mail for it immediately.


Initiating and canceling Self-Destruct on a sovereignty structure will cause alliance members to receive a mail for it immediately.
Sov Hubs can be upgraded. The upgrades are split into categories; Strategic, Industrial, and Military. Each upgrade requires a set amount of workforce, power, and planetary reagent to stay online.  
 
=== Territorial Claim Unit ===
{{main|Territorial Claim Unit}}
Territorial Claim Units or TCUs are essentially flags put up by an alliance. Whoever owns the TCU in a system will be listed on the starmap as the owner of the system.  
 
TCUs do have one tangible benefit, though, by way of a 25% reduction in fuel consumption to any [[Player-owned starbase]] owned by the same alliance in that system.
 
=== Infrastructure Hub  ===
Infrastructure Hubs or I-Hubs are used to upgrade a variety of aspects of the system. These upgrade can be divded into three categories: Strategic Upgrades, Industrial Upgrades and Military Upgrades. Upgrades, which are actual items that must be produced and delivered to the I-Hub for installation, are unlocked by achieving specific System Index Levels.


==== Strategic Upgrades ====
==== Strategic Upgrades ====
Strategic System Upgrades enable a variety of logistical options for the system, allowing the owner to set up more advanced flex structures such as Jump Bridges or system-wide Cynosural Field Jammers.<br>
Strategic System Upgrades enable a variety of logistical options for the system, allowing the owner to set up more advanced flex structures such as Jump Bridges or system-wide Cynosural Field Jammers.<br>
This comes at the cost of increased upkeep fees while the upgrade is active. The required additional fee per day is listed within the upgrade's information, and the difference for the remaining days of the upkeep cycle will have to be paid upon activation of the upgrade. From then on, the additional cost will be included in the weekly upkeep payments for the system. Deactivating a strategic upgrade will not refund any fees but will remove the upgrades upkeep cost from future upkeep bills for as long as the upgrade remains inactive.


Strategic upgrades rely on the Strategic Index, which is dependent on how long the alliances claim on the system has been unbroken.
Strategic upgrades rely on the Strategic Index, which is dependent on how long the alliance's claim on the system has been unbroken. For example, the Advanced Logistics Network upgrade requires a strategic index of 3 before it can be onlined.


Available upgrades:
Available upgrades:
* Advanced Logistics Network: This upgrade allows the onlining of a Standup Conduit Generator at one [[Ansiblex Jump Gate]] structure in the same solar system.
* Advanced Logistics Network: This upgrade allows the onlining of a Standup Conduit Generator at one [[Ansiblex Jump Bridge]] structure in the same solar system.
* Cynosural Navigation :This upgrade allows the onlining of a Standup Cynosural Field Generator at one [[Pharolux Cyno Beacon]] structure in the same solar system.
* Cynosural Navigation :This upgrade allows the onlining of a Standup Cynosural Field Generator at one [[Pharolux Cyno Beacon]] structure in the same solar system.
* Cynosural Suppression: This upgrade allows the onlining of a Standup Cynosural System Jammer at one [[Tenebrex Cyno Jammer]] structure in the same solar system.
* Cynosural Suppression: This upgrade allows the onlining of a Standup Cynosural System Jammer at one [[Tenebrex Cyno Jammer]] structure in the same solar system.
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==== Industrial Upgrades ====
==== Industrial Upgrades ====
These upgrades provide [[Cosmic Anomalies|industrial oriented anomalies]], such as guaranteed Ore sites or an increased chance for Data Sites. They rely on the Industrial Development Index, which can be increased by mining ores in the system. The Industrial Development Index will degrade if no mining takes place. Alliance members are advised that it will continue to degrade over downtime and thus they should ensure they have mined enough to cover any degradation when aiming to reach the next index level.
These upgrades provide guaranteed [[Asteroids and ore#Ore Prospecting Arrays|ore sites]] in the system that the upgrade is installed in. There are 7 types of upgrades, one for each mineral type;
* Tritanium Prospecting Array
* Isogen Prospecting Array
* Nocxium Prospecting Array
* Zydrine Prospecting Array
* Megacyte Prospecting Array
* Pyerite Prospecting Array
* Mexallon Prospecting Array


Available Upgrades:
There are three tiers of upgrade for each type, with higher-level upgrades providing better ore anomalies at the cost of more workforce and power. When completed these ore anomalies have the chance to provide a mining escelation that provides even more ore.
* Ore Prospecting Array 1 - 5: Creates Ore Anomalies in the system. Each level creates one specific belt that's always the same (e.g. Ore Prospecting Array I creates a Small Asteroid Cluster, which always spawns with the same number and type of asteroids). All five contain all ores up to and including Arkonor, and levels 3 and above also contain Mercoxit. If one belt is completely mined out, an identical one will respawn in the same system within a few minutes.
* Survey Networks 1 - 5: Increases the chance of data or relic sites spawning in the system. {{bug|This is thought to not work, or at least provide a statistical increase so small as to not be measurable}}


==== Military Upgrades ====
==== Military Upgrades ====
These upgrades confer bonuses to the presence of [[Cosmic Anomalies|combat-oriented sites]] as well as the chance of [[wormholes]] appearing within the system. They rely on the Military Development Index, which can be increased by destroying NPC ships within the system. The Military Development Index will degrade if no NPCs are being destroyed. Alliance members are advised that it will continue to degrade over downtime and thus they should ensure they have destroyed enough pirate NPCs to cover any degradation when aiming to reach the next index level.
These upgrades confer bonuses to the presence of combat sites appearing within the system. They rely on the security status of the system with lower security systems providing more combat sites and higher security systems providing fewer sites. When a site is completed, it will respawn after a set amount of time. There are three levels of each upgrade with high-level types providing both more sites and faster site respawn times at the cost of more power and workforce.  


Available Upgrades:  
Available Upgrades:  
* Pirate Detection Array 1 - 5: This upgrade increases the number of active combat sites in the system (specifically, each level creates at least four additional sites). The term "active" means that if one site is completed, a replacement spawns immediately. Note that this is affected by the ''truesec'' level of the system, so a -0.1 system will still never have Sanctums. However, the higher-level upgrades will tend to produce higher-level sites within the constraints of truesec.
* Major Threat Detection Array; This upgrade causes more difficult combat sites such as hubs, havens, and sanctums to spawn along with their variants.  
* Entrapment Array 1 - 5: This upgrade increases the chances of DED complexes spawning in the system. (Along with the Military Index requirement, the Entrapment Array I also requires a Pirate Detection Array III installed.) {{bug|This is thought to not work, or at least provide a statistical increase so small as to not be measurable}}
* Minor Threat Detection Array; This upgrade causes sites that are usually only found in hisec or lowsec to spawn such as refuges, dens, and rally points along with their variants.
* Quantum Flux Generator 1 - 5: This upgrade increases the chance of a wormhole being present in the upgraded solar system. {{bug|This is thought to not work, or at least provide a statistical increase so small as to not be measurable}}


== Equinox Structure updates ==
One major and one minor upgrade can be online at the same time. System security statuses are split into ranges, with all systems in a given range providing the same number of sites.


With the advent of Equinox[https://www.eveonline.com/news/view/sovereignty-updates-transition-and-upgrades], systems now have more requirements to be upgrade the space around them.  This is due to go in effect "later this year"[https://www.youtube.com/watch?v=7hyEVRcZhGw] aka later 2024.
These numbers provided by patch notes from CCP[https://www.eveonline.com/news/view/patch-notes-version-22-01].


The rework changes the requirements for:
==== Major Threat Detection Arrays ====
* [[Asteroids_and_ore#Ores_in_null_security_space]] are now spawning selectable ores with a long cool down using Prospecting Arrays.  Can fit multiple arrays per system, based on Power/Workforce.
These are for all player-owned NPC Null, except for Rogue Drone regions.
* [[Combat_sites#Anomalies]] are now tunable by what ones sov holders want to spawn, with lower security systems able to spawn more.  Can only fit one major and one minor.
* Several [[Navigation_structures|navigation modules]] are harder to place alongside other modules.  These include the Pharolux Cyno Beacons (250 power), Tenebrex Cyno Jammer (500 power), and Ansiblex Jump Gate (1250 power).  All now have an hourly cost as well.
* Supercapital Construction arrays are now very difficult to place, requiring 1750 power.  These also have an hourly cost.


Where these structures can be placed is influenced heavily by three major numbers: Power, Workforce, and Security Bands.
{| border="1" cellspacing="1" summary="Major Threat Detection Table" cellpadding="1" width="640"
 
! colspan="4" | Major Threat Detection, Non-Drone Regions
=== Power and Workforce ===
|-
Power allows a sov holder to online an upgrade based on the power of the sun.  This number cannot be changed by players (and can still be tuned by CCP as well).  A low power system, like QX-LIJ[https://evemaps.dotlan.net/system/QX-LIJ], with only 650 power, can only online the barest of upgrades, while a high power system can online more.
 
Workforce can be transferred between systems, making it a more malleable number. It uses the new [[Skyhook]] mechanics to transfer between systems.  When these structures are reffed, it can cause interruption in structures in the system they are transferring to.
 
Some of these structures consume new items called [[Superionic Ice]] mined from Ice planets, and [[Magmatic Gas]], mined from Lava planets.  This mining system uses the Skyhook system as well.
 
The most recent list of values for this new content are below, based on the latest CCP post[https://www.eveonline.com/news/view/sovereignty-updates-transition-and-upgrades].
 
{| border="1" cellspacing="1" summary="Ore Summary Table" cellpadding="1" width="640"
! scope="col" | Upgrade Name
! scope="col" | Power
! scope="col" | Workforce
! scope="col" | Superionic Ice / Hour
! scope="col" | Magmatic Gas / Hour
|-
| align="left" | Supercapital Construction Facilities
| align="left" | 1750
| align="left" | 17500
| align="left" | 145
| align="left" | 0
|-
| align="left" | Advanced Logistics Network
| align="left" | 1250
| align="left" | 25000
| align="left" | 40
| align="left" | 0
|-
| align="left" | Cynosural Suppression
| align="left" | 500
| align="left" | 5000
| align="left" | 0
| align="left" | 2480
|-
| align="left" | Cynosural Navigation
| align="left" | 250
| align="left" | 1500
| align="left" | 0
| align="left" | 1095
|-
| align="left" | Minor Threat Detection Array 1
| align="left" | 270
| align="left" | 1890
| align="left" | 0
| align="left" | 0
|-
| align="left" | Minor Threat Detection Array 2
| align="left" | 550
| align="left" | 3850
| align="left" | 0
| align="left" | 0
|-
| align="left" | Minor Threat Detection Array 3
| align="left" | 850
| align="left" | 5950
| align="left" | 0
| align="left" | 0
|-
| align="left" | Major Threat Detection Array 1
| align="left" | 450
| align="left" | 2700
| align="left" | 0
| align="left" | 0
|-  
| align="left" | Major Threat Detection Array 2
| align="left" | 900
| align="left" | 5400
| align="left" | 0
| align="left" | 0
|-
| align="left" | Major Threat Detection Array 3
| align="left" | 1450
| align="left" | 8700
| align="left" | 0
| align="left" | 0
|-
| align="left" | Tritanium Prospecting Array
| align="left" | 1750
| align="left" | 14000
| align="left" | 0
| align="left" | 0
|-  
| align="left" | Pyerite Prospecting Array
| align="left" | 1750
| align="left" | 14000
| align="left" | 0
| align="left" | 0
|-
| align="left" | Mexallon Prospecting Array
| align="left" | 1750
| align="left" | 14000
| align="left" | 0
| align="left" | 0
|-
| align="left" | Isogen Prospecting Array
| align="left" | 1750
| align="left" | 14000
| align="left" | 0
| align="left" | 0
|-
| align="left" | Nocxium Prospecting Array
| align="left" | 1750
| align="left" | 14000
| align="left" | 0
| align="left" | 0
|-
| align="left" | Zydrine Prospecting Array
| align="left" | 1750
| align="left" | 14000
| align="left" | 0
| align="left" | 0
|-
| align="left" | Megacyte Prospecting Array
| align="left" | 1750
| align="left" | 14000
| align="left" | 0
| align="left" | 0
|}
 
Note that [https://evemaps.dotlan.net/ Dotlan] has added power and workforce.
 
=== Security bands ===
 
[[Security status]] (aka True sec) create security bands split by increments.  The better bands will spawn greater numbers of rats in lower security systems naturally.  The new Major and Minor Threat Detection systems with levels 1 through 3 will greatly increase the numbers of ratting anomalies based on the low sec status in the systems.  This can be important for maintaining ADMs and having players in space.  Only one major and one minor can be per system.  The smallest systems of 650 power can only support one major 1, or one minor 1 or 2, for instance.  But no other upgrades can be used effectively there.
 
These numbers provided by CCP [https://www.eveonline.com/news/view/patch-notes-version-22-01]
==== Major Prospecting Arrays ====
{| border="1" cellspacing="1" summary="Ore Summary Table" cellpadding="1" width="640"
! scope="col" | System Security Rating
! scope="col" | System Security Rating
! scope="col" | Major Threat Detection Array 1
! scope="col" | Major Threat Detection Array 1
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| align="left" | 0.0 to -0.25
| align="left" | 0.0 to -0.25
| align="left" | <pre>2x Hub
| align="left" | <pre>2x Hub
2x Hidden hub
3x Hidden hub
1x Forsaken Hub</pre>
2x Forsaken Hub</pre>
| align="left" | <pre>3x Hub
| align="left" | <pre>3x Hub
2x Hidden hub
3x Hidden hub
2x Forsaken Hub
2x Forsaken Hub
2x Forlorn Hub
2x Forlorn Hub
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| align="left" | -0.25 to -.045
| align="left" | -0.25 to -.045
| align="left" | <pre>2x Hub
| align="left" | <pre>2x Hub
1x Hidden Hub
2x Hidden Hub
1x Forsaken Hub
2x Forsaken Hub
1x Forlorn Hub</pre>
1x Forlorn Hub</pre>
| align="left" | <pre>2x Hub
| align="left" | <pre>2x Hub
Line 263: Line 127:
| align="left" | <pre>2x Hidden Hub
| align="left" | <pre>2x Hidden Hub
2x Forsaken Hub
2x Forsaken Hub
1x Forlorn Hub
2x Forlorn Hub
1x Haven</pre>
1x Haven</pre>
| align="left" | <pre>3x Hidden Hub
| align="left" | <pre>3x Hidden Hub
2x Forsaken Hub
3x Forsaken Hub
3x Forlorn Hub
3x Forlorn Hub
3x Haven</pre>
3x Haven</pre>
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|-  
|-  
| align="left" | -0.65 to -0.85
| align="left" | -0.65 to -0.85
| align="left" | <pre>1x Hidden Hub
| align="left" | <pre>2x Hidden Hub
2x Forsaken Hub
2x Forsaken Hub
1x Forlorn Hub
2x Forlorn Hub
2x Haven</pre>
2x Haven</pre>
| align="left" | <pre>2x Hidden Hub
| align="left" | <pre>2x Hidden Hub
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|-  
|-  
| align="left" | -0.85 to -1.0
| align="left" | -0.85 to -1.0
| align="left" | <pre>2x Forsaken Hub
| align="left" | <pre>3x Forsaken Hub
2x Forlorn Hub
2x Forlorn Hub
2x Haven
2x Haven
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4x Sanctum
4x Sanctum
3x Forsaken Sanctum</pre>
3x Forsaken Sanctum</pre>
|}
Drone regions have different types of ratting anomalies.
{| border="1" cellspacing="1" summary="Major Threat Detection Table" cellpadding="1" width="640"
! colspan="4" | Major Threat Detection, Drone Regions
|-
! scope="col" | System Security Rating
! scope="col" | Major Threat Detection Array 1
! scope="col" | Major Threat Detection Array 2
! scope="col" | Major Threat Detection Array 3
|-
| align="left" | 0.0 to -0.25
| align="left" | <pre>3x Drone Herd
2x Drone Squad</pre>
| align="left" | <pre>5x Drone Herd
4x Drone Squad
1x Drone Patrol</pre>
| align="left" | <pre>4x Drone Herd
6x Drone Squad
3x Drone Patrol
2x Drone Horde</pre>
|-
| align="left" | -0.25 to -.045
| align="left" | <pre>2x Drone Herd
3x Drone Squad</pre>
| align="left" | <pre>4x Drone Herd
4x Drone Squad
3x Drone Patrol</pre>
| align="left" | <pre>2x Drone Herd
4x Drone Squad
5x Drone Patrol
5x Drone Horde</pre>
|-
| align="left" | -0.45 to -0.65
| align="left" | <pre>4x Drone Squad
2x Drone Patrol</pre>
| align="left" | <pre>4x Drone Squad
6x Drone Patrol
1x Drone Horde</pre>
| align="left" | <pre>2x Drone Squad
8x Drone Patrol
7x Drone Horde</pre>
|-
| align="left" | -0.65 to -0.85
| align="left" | <pre>3x Drone Squad
3x Drone Patrol</pre>
| align="left" | <pre>2x Drone Squad
6x Drone Patrol
4x Drone Horde</pre>
| align="left" | <pre>8x Drone Patrol
9x Drone Horde
1x Teeming Drone Horde</pre>
|-
| align="left" | -0.85 to -1.0
| align="left" | <pre>2x Drone Squad
4x Drone Patrol
1x Drone Horde</pre>
| align="left" | <pre>1x Drone Squad
7x Drone Patrol
5x Drone Horde</pre>
| align="left" | <pre>6x Drone Patrol
10x Drone Horde
3x Teeming Drone Hordem</pre>
|}
|}


==== Minor Threat Detection Arrays ====
==== Minor Threat Detection Arrays ====
{| border="1" cellspacing="1" summary="Ore Summary Table" cellpadding="1" width="640"
These are for all player-owned NPC Null, except for Rogue Drone regions.
 
{| border="1" cellspacing="1" summary="Minor Threat Detection Table" cellpadding="1" width="640"
! colspan="4" | Minor Threat Detection, Non-Drone Regions
|-
! scope="col" | System Security Rating
! scope="col" | System Security Rating
! scope="col" | Minor Threat Detection Array 1
! scope="col" | Minor Threat Detection Array 1
Line 418: Line 350:
3x Forlorn Rally Point</pre>
3x Forlorn Rally Point</pre>
|}
|}
Drone regions have different types of ratting anomalies.
{| border="1" cellspacing="1" summary="Minor Threat Detection Table" cellpadding="1" width="640"
! colspan="4" | Minor Threat Detection, Drone Regions
|-
! scope="col" | System Security Rating
! scope="col" | Minor Threat Detection Array 1
! scope="col" | Minor Threat Detection Array 2
! scope="col" | Minor Threat Detection Array 3
|-
| align="left" | 0.0 to -0.25
| align="left" | <pre>3x Drone Assembly
2x Drone Gathering</pre>
| align="left" | <pre>2x Drone Assembly
3x Drone Gathering
3x Drone Surveillance
2x Drone Menagerie</pre>
| align="left" | <pre>2x Drone Assembly
4x Drone Gathering
5x Drone Surveillance
3x Drone Menagerie
1x Drone Herd</pre>
|-
| align="left" | -0.25 to -0.45
| align="left" | <pre>2x Drone Assembly
2x Drone Gathering
1x Drone Surveillance</pre>
| align="left" | <pre>2x Drone Assembly
3x Drone Gathering
3x Drone Surveillance
3x Drone Menagerie</pre>
| align="left" | <pre>2x Drone Assembly
4x Drone Gathering
4x Drone Surveillance
3x Drone Menagerie
3x Drone Herd</pre>
|-
| align="left" | -0.45 to -0.65
| align="left" | <pre>2x Drone Assembly
3x Drone Gathering
1x Drone Surveillanced</pre>
| align="left" | <pre>2x Drone Assembly
3x Drone Gathering
3x Drone Surveillance
2x Drone Menagerie
1x Drone Herd</pre>
| align="left" | <pre>2x Drone Assembly
3x Drone Gathering
4x Drone Surveillance
4x Drone Menagerie
3x Drone Herd
1x Drone Squad</pre>
|-
| align="left" | -0.65 to -0.85
| align="left" | <pre>1x Drone Assembly
3x Drone Gathering
3x Drone Surveillance
3x Drone Menagerie
2x Drone Herd</pre>
| align="left" | <pre>1x Drone Assembly
3x Drone Gathering
3x Drone Surveillance
3x Drone Menagerie
2x Drone Herd</pre>
| align="left" | <pre>1x Drone Assembly
3x Drone Gathering
4x Drone Surveillance
4x Drone Menagerie
4x Drone Herd
2x Drone Squad</pre>
|-
| align="left" | -0.85 to -1.0
| align="left" | <pre>2x Drone Gathering
2x Drone Surveillance
3x Drone Menagerie</pre>
| align="left" | <pre>3x Drone Gathering
3x Drone Surveillance
3x Drone Menagerie
3x Drone Herd
1x Drone Squad</pre>
| align="left" | <pre>3x Drone Gathering
3x Drone Surveillance
5x Drone Menagerie
4x Drone Herd
3x Drone Squad</pre>
|}
== Power, Workforce, and Reagents ==
With the advent of Equinox[https://www.eveonline.com/news/view/sovereignty-updates-transition-and-upgrades], systems now have more requirements to upgrade the space around them. These requirements can be physical items such as Reagents or in-system effects such as power and workforce.
Workforce comes from temperate, barren, and oceanic planets. Workforce is "harvested" by orbital skyhooks and can be "moved" from system to system provided that the same alliance owns all the systems between the origin and destination.
Power comes from suns and plasma, storm, and gas planets. The power that the sun in-system provides is determined by the sun type. Power from planets can only be harvested by skyhooks.
Reagents are harvested from planets automatically by skyhooks. Superionic ice comes from ice planets and magmatic gas comes from lava planets.
=== System Upgrades ===
Power and workforce allow a sov holder to online upgrades. A low power system, like QX-LIJ[https://evemaps.dotlan.net/system/QX-LIJ], with only 650 power, can only online the barest of upgrades, while a high power system can online more. Power can not change; once all eligible planets have skyhooks, the power of the system is maxed.
Workforce can be transferred between systems, making it a more malleable number. It uses the new [[Skyhook]] mechanics to transfer between systems.  When these structures are reffed, it can cause interruption in structures in the system they are transferring to.
Some upgrades require the superionic ice and magmatic gas from planets to be inserted into the sov hub to be online and stay online.
The most recent list of values for this new content are below, based on the latest CCP News article[https://www.eveonline.com/news/view/sovereignty-updates-transition-and-upgrades].  Later patch notes tweaked these values[https://www.eveonline.com/news/view/patch-notes-version-22-01#h2-1]
{| border="1" cellspacing="1" summary="Ore Summary Table" cellpadding="1" width="640" class="wikitable sortable"
! data-sort-type="text" scope="col" style="width: 30%"| Upgrade Name
! data-sort-type="number" scope="col" | Power
! data-sort-type="number" scope="col" | Workforce
! data-sort-type="number" scope="col" | Superionic Ice / Hour
! data-sort-type="number" scope="col" | Magmatic Gas / Hour
! data-sort-type="number" scope="col" | Startup Cost
|-
| align="left" | Supercapital Construction Facilities
| align="left" | 1750
| align="left" | 17500
| align="left" | 90
| align="left" | 0
| align="left" | 5305
|-
| align="left" | Advanced Logistics Network
| align="left" | 500
| align="left" | 18100
| align="left" | 25
| align="left" | 0
| align="left" | 1770
|-
| align="left" | Cynosural Suppression
| align="left" | 250
| align="left" | 4500
| align="left" | 0
| align="left" | 205
| align="left" | 82600
|-
| align="left" | Cynosural Navigation
| align="left" | 250
| align="left" | 1500
| align="left" | 0
| align="left" | 205
| align="left" | 62000
|-
| align="left" | Minor Threat Detection Array 1
| align="left" | 200
| align="left" | 1800
| align="left" | 0
| align="left" | 0
| align="left" | 0
|-
| align="left" | Minor Threat Detection Array 2
| align="left" | 500
| align="left" | 3800
| align="left" | 0
| align="left" | 0
| align="left" | 0
|-
| align="left" | Minor Threat Detection Array 3
| align="left" | 700
| align="left" | 5400
| align="left" | 0
| align="left" | 0
| align="left" | 0
|-
| align="left" | Major Threat Detection Array 1
| align="left" | 400
| align="left" | 2700
| align="left" | 0
| align="left" | 0
| align="left" | 0
|-
| align="left" | Major Threat Detection Array 2
| align="left" | 900
| align="left" | 5400
| align="left" | 0
| align="left" | 0
| align="left" | 0
|-
| align="left" | Major Threat Detection Array 3
| align="left" | 1300
| align="left" | 7300
| align="left" | 0
| align="left" | 0
| align="left" | 0
|-
| align="left" | Tritanium Prospecting Array 1
| align="left" | 500
| align="left" | 6400
| align="left" | 0
| align="left" | 0
| align="left" | 0
|-
| align="left" | Tritanium Prospecting Array 2
| align="left" | 1350
| align="left" | 12700
| align="left" | 0
| align="left" | 0
| align="left" | 0
|-
| align="left" | Pyerite Prospecting Array 1
| align="left" | 500
| align="left" | 6400
| align="left" | 0
| align="left" | 0
| align="left" | 0
|-
| align="left" | Pyerite Prospecting Array 2
| align="left" | 1350
| align="left" | 12700
| align="left" | 0
| align="left" | 0
| align="left" | 0
|-
| align="left" | Mexallon Prospecting Array 1
| align="left" | 500
| align="left" | 6400
| align="left" | 0
| align="left" | 0
| align="left" | 0
|-
| align="left" | Mexallon Prospecting Array 2
| align="left" | 1350
| align="left" | 12700
| align="left" | 0
| align="left" | 0
| align="left" | 0
|-
| align="left" | Isogen Prospecting Array 1
| align="left" | 500
| align="left" | 6400
| align="left" | 0
| align="left" | 0
| align="left" | 0
|-
| align="left" | Isogen Prospecting Array 2
| align="left" | 1350
| align="left" | 12700
| align="left" | 0
| align="left" | 0
| align="left" | 0
|-
| align="left" | Nocxium Prospecting Array 1
| align="left" | 500
| align="left" | 6400
| align="left" | 0
| align="left" | 0
| align="left" | 0
|-
| align="left" | Nocxium Prospecting Array 2
| align="left" | 1350
| align="left" | 12700
| align="left" | 0
| align="left" | 0
| align="left" | 0
|-
| align="left" | Zydrine Prospecting Array 1
| align="left" | 500
| align="left" | 6400
| align="left" | 0
| align="left" | 0
| align="left" | 0
|-
| align="left" | Zydrine Prospecting Array 2
| align="left" | 1350
| align="left" | 12700
| align="left" | 0
| align="left" | 0
| align="left" | 0
|-
| align="left" | Megacyte Prospecting Array 1
| align="left" | 500
| align="left" | 6400
| align="left" | 0
| align="left" | 0
| align="left" | 0
|-
| align="left" | Megacyte Prospecting Array 2
| align="left" | 1350
| align="left" | 12700
| align="left" | 0
| align="left" | 0
| align="left" | 0
|}
Note that [https://evemaps.dotlan.net/ Dotlan] has added power and workforce.


== Claiming Sovereignty ==
== Claiming Sovereignty ==
Line 423: Line 640:


=== Placing structures ===
=== Placing structures ===
If a system does not currently have an I-Hub, or TCU  a player may place one.  
If a system does not currently have a sov hub a player may place one.  
Deploying an I-Hub or TCU involves buying or making one, and then launching it in to space (right-click and "launch" or dragging the structure to space). Once this is done the structure is in a neutral state and owned by the SCC. To gain ownership of the structure, a player must activate an entosis link on the structure to capture it. Other alliances are free to attempt to capture the structure while it is in this state.
Deploying a sov hub involves buying or making one, and then launching it in to space (right-click and "launch" or dragging the structure to space). Once this is done the structure is in a neutral state and owned by the SCC. To gain ownership of the structure, a player must activate an entosis link on the structure to capture it. Other alliances are free to attempt to capture the structure while it is in this state.


=== Capturing existing structures ===
=== Capturing existing structures ===
To capture or disable a structure, attackers must first use an entosis link on the structure during its [[#Vulnerability Window|Vulnerability window]]. Once the link has completed its first cycle, the capture process begins and the alliance owning the structure is notified of the attack. Once the entosis link has been active and uncontested for a certain amount of time, the structure enters reinforce mode and a reinforce timer begins. The duration of this timer depends on the type of structure attacked and the Activity Defense Multiplier (ADM) of the system. These timers are all affected by [[Time Dilation]].
To capture or disable a structure, attackers must first use an entosis link on the structure during its [[#Vulnerability Window|Vulnerability window]]. Once the link has completed its first cycle, the capture process begins and the alliance owning the structure is notified of the attack. Once the entosis link has been active and uncontested for a certain amount of time, the structure enters reinforce mode and a reinforce timer begins. The duration of this timer depends on the type of structure attacked and the Activity Defense Multiplier (ADM) of the system. These timers are all affected by [[Time Dilation]].


The base timer for each type of structure is:
The base timer for sov hubs is 10 minutes.
* Structure (I-Hub, TCU): 10 minutes
* Command Node: 4 minutes


ADM is explained [[#Activity Defense Multiplier|below]].
ADM is explained [[#Activity Defense Multiplier|below]].
Line 462: Line 677:
|-
|-
|-
|-
| I-Hub || 50
| Sov Hub || 50
|-
| TCU || 50
|-
|-
| Command node || 98
| Command node || 98
Line 525: Line 738:


=== Capital systems ===
=== Capital systems ===
Major staging systems aren't necessarily a safe place for activities that boost Military or Industrial indices, which can have a negative effect on the ADM for those systems. This could make it more difficult for an alliance to defend their home system. To counter this, each alliance is able to designate one system as its Capital system. The alliance must own the TCU in the system it chooses. The system set as the Capital system will have a +2 bonus to the ADM. The maximum ADM is still 6x, the capital boost acts purely as a mechanism to make it easier to reach ADM 6. Changing the capital system of an alliance takes several days to take effect.
Major staging systems aren't necessarily a safe place for activities that boost Military or Industrial indices, which can have a negative effect on the ADM for those systems. This could make it more difficult for an alliance to defend their home system. To counter this, each alliance is able to designate one system as its Capital system. The alliance must have a Sovereignty Hub in the system it chooses. The system set as the Capital system will have a +2 bonus to the ADM. The maximum ADM is still 6x, the capital boost acts purely as a mechanism to make it easier to reach ADM 6. Changing the capital system of an alliance takes seven days to take effect.
 
If an alliance only holds sovereignty over one system or is reduced to one system, that system will automatically become their alliance capital (Without the seven day wait).


=== Raising indices ===
=== Raising indices ===
Line 562: Line 777:
<references />
<references />


== Further reading ==
# EVE support: [https://support.eveonline.com/hc/en-us/articles/14339751569436-Sovereignty-Hub Sovereignty Hub]
# EVE support: [https://support.eveonline.com/hc/en-us/articles/203649472-Capital-System Capital System]
# EVE support: [https://support.eveonline.com/hc/en-us/articles/14339732733724-Orbital-Skyhook Orbital Skyhook]
# EVE support: [https://support.eveonline.com/hc/en-us/articles/14189361268636-Equinox-Sovereignty-Updates Equinox Sovereignty Updates]


[[Category:Sovereignty]]
[[Category:Sovereignty]]