Difference between revisions of "Upwell structures"

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{{structures}}
 
{{structures}}
==Upwell structure services==
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'''Upwell Structures''' are large player-made structures. They provide services and docking facilities which in many ways mirror those provided by NPC stations, but they differ somewhat in their mechanics. In some respects they are more useful than NPC stations, but on the other hand they can be destroyed.
Upwell structures have wide variety of services available in them. Some services are available even in an unfitted structure but most services require a specific service module to be fitted.
+
 
 +
In high- and low-security space, Upwell structures are useful tools for corporations; in null-security space and even more so in [[wormholes]], they can be essential bases and semi-permanent homes for players.
 +
 
 +
== Construction ==
 +
Much like anything else, Upwell structures are manufactured out of sub-components. Structure components can be either bought from the market, built in stations or other upwell structures. The final assembly of the structures can take place in either a station or a structure. Structure components are distinguished by their usage of a good bit of Planetary Industry materials in their construction.
 +
 
 +
== Deploying an Upwell Structure ==
 +
After construction the structure needs to be taken to the desired location in space and deployed. Certain solar systems are blocked including Trade Hubs, Career Agent Systems, New Player Starter Systems, Shattered Wormholes and Thera. XL structures, includes Keepstars and Sotiyos, cannot be anchored in High-Security space. The structure must be at least 1,000 KM away from other stations, gates, etc.
 +
 
 +
To fully deploy the structure in an online state, a [[Quantum Cores|quantum core]], at least one [[Fitting upwell structures|service module]], and [https://everef.net/groups/1136 fuel blocks] are required. The quantum core is installed by:
 +
# dock up with the structure
 +
# taking control of it
 +
# opening the quantum room
 +
# placing the quantum core in the slot
 +
 
 +
Structures deployed before quantum cores were added may still not have a core (depending on if their owners have decided to install one or not). If they do not they will work as normal but will lack tethering, ship fitting, and repair services.
  
Services always available:
+
== Access Rights ==
* Tethering
+
{{main|Structure permissions}}
* Hangar
+
Access rights to an Upwell Structure are organized through the '''Access Lists''' UI through the Neocom menu. Access Lists contain profiles which grants access to the list of people who are within said profile. Because Upwell Structures can only be deployed by members of player owned corporations, that corporation will have a default access list that other capsuleers cannot be added to. There are four levels of rights that can be given to users: Administrator (can add or remove members of any level), Manager (can add individual members, corporations or alliances), Member and Blocked. The administrators and managers of a list are the only ones who have access to view and modify their respective lists.
* Ship fitting
 
* Insurance
 
* Repair shop
 
* Contracts, direct trading and deliveries
 
  
Services available as service modules. Thse services all require fuel to stay online.
+
To grant a capsuleer rights to an Upwell Structure they must be added to the access list via the "Add Members" button. Although characters, corporations and alliances may be added through this method, if the capsuleer is part of an NPC corporation or faction then they must be added individually.
* Market
 
* Clone bay
 
* Reprocessing
 
* Blueprint research
 
* Invention
 
* Manufacturing
 
* Capital ship manufacturing
 
* Supercapital ship manufacturing
 
* Booster reactions
 
* Composite reactions
 
* Hybrid reactions
 
* Reprocessing
 
* Moon mining
 
  
As these services require active module to stay online the service will go offline if there is not enough fuel. Oflline service will pause all manufacturing jobs, stop market activity and lock the clones. The materials and clones that were in are not destroyed but they can not be recovered unless the service is bought back online. The industry/research jobs can be still cancelled but this will not return any of the materials.
+
Upwell structures can also be set to grant public access. In such case the structure access list may also be effectively used as a deny list. To deny a capsuleer access rights to an Upwell Structure, the capsuleer must be added to the access list and set to "blocked".
  
Out of these moon mining, reactions and (super)capital manufacturing services are the only ones with restrictions. All others can be installed in any upwell structure. Clone bay has additional limitations if fitted in wormhole space. You can not jump into a structure in wormhole space so the clone bay is limited to clone swapping.
+
== Upwell Structures ==
  
==Citadels==
+
=== Citadels ===
Citadels are upwell structures meant to be used as operation bases. They receive bonuses to combat rig effectiveness, market service fuel usage and cloning bay fuel usage. Citadels also have the shortest vulnurability durations and strongest combat options making them easier to defend.
+
Citadels are Upwell Structures meant to be used as operation bases. They receive bonuses to combat rig effectiveness, market service fuel usage and cloning bay fuel usage. Citadels also have the shortest vulnerability durations and strongest combat options making them easier to defend.
  
The three citadels are Astrahus (medium), Fortizar (large) and Keepstar (extra large). They have exactly same structure bonuses so the difference is only how much things they can have fitted, how long vulnurabilities they have and how much of a status symbol they are.
+
The three citadels are Astrahus (medium), Fortizar (large) and Keepstar (extra large). They have exactly same structure bonuses so the difference is only how many things they can have fitted and how much of a status symbol they are.
  
There is also special Upwell Palatine Keepstar extra-large citadel. This citadel has ridiculously high material requirements and only one can be deployed at any given time. So far nobody has built one.
+
There is also a special Upwell ''Palatine'' Keepstar extra-large citadel. This citadel has ridiculously high material requirements, estimated at around 100 Trillion ISK and only one can be deployed at any given time. As of 2022 no one has anchored a Palatine Keepstar, however the primary structure on the Singularity test server in M-OEE8 -- the combat testing system -- is a Palatine owned by CCP.
  
 
{| style="text-align:center;"
 
{| style="text-align:center;"
| valign="top" | [[image:astrahus.png|thumb|212px|'''Astrahus''' (medium)]]
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|-
| valign="top" | [[image:fortizar.png|thumb|212px|'''Fortizar''' (large)]]
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| [[File:astrahus.jpg|thumb|212px|'''Astrahus''' (medium)]]
| valign="top" | [[image:keepstar.png|thumb|212px|'''Keepstar''' (extra-large)]]
+
| [[File:fortizar.jpg|thumb|212px|'''Fortizar''' (large)]]
 +
| [[File:keepstar.jpg|thumb|212px|'''Keepstar''' (extra-large)]]
 
|}
 
|}
  
{|class="wikitable apps sortable" style=text-align:center
+
{| class="wikitable apps sortable" style="text-align: center;"
!colspan="1" style="background:#222222"| Structure
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|- style="background:#222222"
!colspan="1" style="background:#222222"| Combat rig effectiveness
+
! rowspan=2 | Structure
!colspan="1" style="background:#222222"| Citadel service module fuel usage
+
! colspan=2 | Role bonuses
!colspan="1" style="background:#222222"| Extra
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! colspan=4 | Attributes
!colspan="1" style="background:#222222"| Vlnurability hours
+
|-  style="background:#222222"
 +
! [[File:Icon missile rig.png|21px|Combat rig effectiveness bonus]]
 +
! [[File:Gallente fuel block.png|21px|Citadel service module fuel usage]]
 +
! [[File:Icon service slot.png|21px|Service slots]]
 +
! Max docking
 +
! Extra
  
 
|-
 
|-
 
|Astrahus
 
|Astrahus
|25%%
 
 
|25%
 
|25%
|Only sub cap can dock
+
|25%
 
|3
 
|3
 +
|subcapital
 +
|
  
 
|-
 
|-
|Astrahus
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|Fortizar
|25%%
+
|25%
 
|25%
 
|25%
|Capital ships can dock.
+
|5
|6
+
|capital
 +
|
  
 
|-
 
|-
|Astrahus
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|Keepstar
|25%%
+
|25%
 
|25%
 
|25%
|Supercapital ships can dock.<br> Can use doomsday weapons.
+
|7
|21
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|supercapital
 +
|Can use doomsday weapon
 
|}
 
|}
  
==Refineries==
+
=== Faction Fortizars ===
Refineries are structures of choice for refining materials, reactions and moon mining. These are the only structures that can do reactions or moon mining and also receive innate bonuses to refining yelds and both reprocessing and refining service module fuel consumtion.
+
The advanced Faction upgraded Fortizars are special edition structures released in limited numbers to capsuleers by the Upwell Consortium as part of their outpost migration project of YC120. During the outpost migration event all Outposts and Conquerable stations were converted into these new faction Fortizars, and after that event no more copies of these structures or their blueprints have been made available to capsuleers. Faction Fortizars still existing in their original spot and never unanchored or destroyed have special unique rigs with enhanced bonuses.
  
The two refineries are Athanor (medium) and Tatara (large). The athanor docking is limited to only subcapitals while Tatara also allows [[rorqual]]s to dock.
+
There are 5 types of Faction Fortizars, one for each of the four former outpost types (Null-Sec stations deployed by player alliances), and one for the Immensea conquerable stations.
 +
 
 +
=== Refineries ===
 +
Refineries are structures of choice for refining materials, reactions and moon mining. These are the only structures that can do reactions or moon mining and also receive innate bonuses to refining yields and both reprocessing and refining service module fuel consumption. You can find the exact formula for Upwell refining bonuses [[Reprocessing#Upwell refining formula|here]].
 +
 
 +
The two refineries are Athanor (medium) and Tatara (large). The Athanor docking is limited to only subcapitals while Tatara also allows [[Rorqual]]s to dock.
 +
 
 +
{| style="text-align:center;"
 +
| [[File:Athanor.jpg|thumb|212px|'''Athanor''' (medium)]]
 +
| [[File:Tatara.jpg|thumb|212px|'''Tatara''' (large)]]
 +
|}
  
{|class="wikitable apps sortable" style=text-align:center
+
{|class="wikitable apps sortable" style="text-align: center;"
!colspan="1" style="background:#222222"| Structure
+
|- style="background:#222222"
!colspan="1" style="background:#222222"| Refinery yeld
+
! rowspan=2 | Structure
!colspan="1" style="background:#222222"| Refining/reaction service fuel usage
+
! colspan=3 | Role bonuses
!colspan="1" style="background:#222222"| Reaction job duration
+
! colspan=4 | Attributes
!colspan="1" style="background:#222222"| Extra
+
|- style="background:#222222"
!colspan="1" style="background:#222222"| Vlnurability hours
+
! [[File:Reprocess.png|21px|Refinery yeld]]
 +
! [[File:Gallente fuel block.png|21px|Refining/reaction service fuel usage reduction]]
 +
! [[File:Icon reaction.png|21px|Reaction job duration reduction]]
 +
! [[File:Icon service slot.png|21px|Service slots]]
 +
! Max docking
 +
! Extra
  
 
|-
 
|-
Line 90: Line 112:
 
|20%
 
|20%
 
|
 
|
 +
|3
 +
|subcapital
 
|
 
|
|20
 
  
 
|-
 
|-
Line 98: Line 121:
 
|25%
 
|25%
 
|25%
 
|25%
|
+
|5
|20?
+
|subcapital
 +
|Rorqual can dock
 
|}
 
|}
===Moon mining===
 
{{main|Moon Mining}}
 
Moon mining can take place only at refineries anchored within 250 km of a mining beacon and fitted with a Standup Moon Drill I service module, which appears on the outside of the structure as a '''''giant laser turret''''' aimed at the mood. A single cycle takes 1 to 8 weeks depending on setup. The steps are as follows:
 
#Anchor the structure within 250 km of moon mining beacon. The beacon can be warped to from the right click menu in space. Only one refinery can be placed within range of the beacon.
 
#Set the length of the desired mining cycle. The amount of ore brought up with each cycle is directly proportional to the cycle time, so choose whatever works best for your schedule
 
#Fire the laser at the moon. This will break off a chunk of the moon and allow it to be pulled away from the surface.
 
#The mining turret's tractor beam will gradually pull the chunk away from the surface. It will continue to move into position until the time you specified in step 1.
 
#Fire the laser again, this time at the moon chunk. It will explode into a lot of little chunks, or asteroids.
 
#Send forth your <s>minions</s> miners to mine the asteroid belt. Have them bring it back to the refinery to turn it into precious moon goo.
 
#While your miners are busy killing rocks, you can get started setting up the next cycle.
 
  
Savvy players may note that this results in much more risky gameplay than previous moon mining mechanics. The predictable timing of mining cycles combined with the high value of moon ores makes moon mining belts a prime target for pirates. Refinery operators should prepare a response against any attacks, as well as dealing with ninja miners attempting to steal moon ore.
+
==== Moon mining ====
 +
{{main|Moon mining}}
 +
Moon mining can take place only at refineries anchored within 250 km of a mining beacon and fitted with a Standup Moon Drill I service module, which appears on the outside of the structure as a '''''giant laser turret''''' aimed at the moon. A single cycle takes between 6 and 56 days depending on setup. The steps are as follows:
 +
# Anchor the structure within 250 km of moon mining beacon. The beacon can be warped to from the right click menu in space. Only one refinery can be placed within range of the beacon.
 +
# Set the length of the desired mining cycle. The amount of ore brought up with each cycle is directly proportional to the cycle time (30k m³ per hour), so choose whatever works best for your schedule
 +
# Fire the laser at the moon. This will break off a chunk of the moon and allow it to be pulled away from the surface.
 +
# The mining turret's tractor beam will gradually pull the chunk away from the surface. It will continue to move into position until the time you specified in step 2.
 +
# Fire the laser again, this time at the moon chunk. It will explode into a lot of little chunks, or asteroids.
 +
# Send forth your <s>minions</s> miners to mine the asteroid belt. Have them bring it back to the refinery to turn it into precious moon goo.
 +
# While your miners are busy killing rocks, you can get started setting up the next cycle.
  
==Engineering complexes==
+
Savvy players may note that this results in much more risky game-play than previous moon mining mechanics. The predictable timing of mining cycles combined with the high value of moon ores makes moon mining belts a prime target for pirates. Refinery operators should prepare a response against any attacks, as well as dealing with ninja miners attempting to steal moon ore.
Engineering complexes are the structures of choice for research and manufacturing. Research and manufacturing services installed in engineering complexes consume less fuel. In addition the engineering complexes have innate bonuses to manufacturing material usage, manufacturing and science job duartions and manufacturing and science job installation fees.
 
  
The three engineering complexes are Raitaru (medium), Azbel (large) and Sotiyo (extra-large). All three limit their docking to battleships and below so once a built capital ship comes out it can not go back in.
+
=== Engineering complexes ===
 +
Engineering complexes are the structures of choice for research and manufacturing. Research and manufacturing services installed in engineering complexes consume less fuel. In addition the engineering complexes have innate bonuses to manufacturing material usage, manufacturing and science job durations and manufacturing and science job installation fees.
  
{| style="text-align:center;"
+
The three engineering complexes are Raitaru (medium), Azbel (large) and Sotiyo (extra-large). The Raitaru can only build and dock subcapitals. The Azbel can build up to capitals, but it can only dock subcapitals, so once a built capital leaves, it cannot go back in. The Sotiyo can dock up to capitals, but it can also build supercapitals. However, built supercapitals cannot reenter a Sotiyo after they undock.
| valign="top" | [[image:raitaru.png|thumb|212px|'''Raitaru''' (medium)]]
+
 
| valign="top" | [[image:azbel.jpg|thumb|212px|'''Azbel''' (large)]]
+
{| style="text-align: center;"
| valign="top" | [[image:sotiyo.jpg|thumb|212px|'''Sotiyo''' (extra-large)]]
+
| [[File:raitaru.jpg|thumb|212px|'''Raitaru''' (medium)]]
 +
| [[File:azbel.jpg|thumb|212px|'''Azbel''' (large)]]
 +
| [[File:sotiyo.jpg|thumb|212px|'''Sotiyo''' (extra-large)]]
 
|}
 
|}
  
 
{|class="wikitable apps sortable" style=text-align:center
 
{|class="wikitable apps sortable" style=text-align:center
!colspan="1" style="background:#222222"| Structure
+
|- style="background:#222222"
!colspan="1" style="background:#222222"| Material requirement
+
! rowspan=2 | Structure
!colspan="1" style="background:#222222"| Job duration
+
! colspan=4 | Role bonuses
!colspan="1" style="background:#222222"| Job fefe
+
! colspan=4 | Attributes
!colspan="1" style="background:#222222"| Engineering service fuel usage
+
|- style="background:#222222"
!colspan="1" style="background:#222222"| Extra
+
! [[File:Icon material efficiency.png|17px|Manufacturing material requirement]]
!colspan="1" style="background:#222222"| Vlnurability hours
+
! [[File:Icon time efficiency.png|17px|Manufacturing and science job duration]]
 +
! [[File:Wallet.png|21px|Job fee]]
 +
! [[File:Gallente fuel block.png|21px|Manufacturing and research service module fuel usage]]
 +
! [[File:Icon service slot.png|21px|Service slots]]
 +
! Max docking
 +
! Extra
  
 
|-
 
|-
Line 140: Line 170:
 
|3%
 
|3%
 
|25%
 
|25%
 +
|3
 +
|subcapital
 
|
 
|
|9
 
  
 
|-
 
|-
Line 149: Line 180:
 
|4%
 
|4%
 
|25%
 
|25%
 +
|5
 +
|subcapital
 
|Can build capitals
 
|Can build capitals
|18
 
  
 
|-
 
|-
|Raitaru
+
|Sotiyo
 
|1%
 
|1%
 
|30%
 
|30%
 
|5%
 
|5%
 
|25%
 
|25%
|Can build supercapitals.
+
|6
|36
+
|subcapital + capital
 +
|Can build supercapitals. *
 
|}
 
|}
  
==Structure mechanics==
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* Requires "Supercapital Construction Facilities" infrastructure hub upgrade.
===Tethering===
 
[[image:tethering.png|thumb|right|190px|While tethered, you'll see this icon on top of your HUD.]]
 
[[image:tethering_visuals.png|thumb|250px|right|You'll also see a faint cyan-coloured effect coming from the citadel, while you're tethered.]]
 
Tethering is a mechanic that allows pilots with docking permission to stay close to an upwell structure without being targetable and without taking damage from area of effect weapons. Note that you can still be bumbed until you are out of tethering range thus breaking the tether.
 
  
In addition to making your ship safe, tethering will also repair your ship shield, armor and hull while also repleshining your capacitor. Tethering will also repair damaged modules fitted on the ship and damaged drones in drone bay. Modules and drones in cargo or in space are unaffected.
+
=== Navigation structures ===
 +
{{main|Navigation structures}}
 +
The Upwell navigation structures are much more specialized. They do not allow tethering or even ship docking.
  
[[image:tethering_range.png|thumb|right|400px|Tethering occurs when the ship is inside the docking ring. The docking ring is indicated by a dotted line around the structure, in this case a medium '''Astrahus''' citadel.]]
+
{| style="text-align: center;"
The following actions {{co|lightgreen|do not}} break tether:
+
| [[File:ansiblex.jpg|thumb|212px|'''Ansiblex Jump Gate''']]
* Move around in space as long as you remain close to the structure.
+
| [[File:pharolux.jpg|thumb|212px|'''Pharolux Cyno Beacon ''']]
* Use the [[Directional scanning|directional scanner]].
+
| [[File:tenebrex.jpg|thumb|212px|'''Tenebrex Cyno Jammer ''']]
* Launch probes, use the [[Scanning#Probe_scanning|probe scanner]] and recall probes.
+
|}
  
The following actions or conditions will {{co|crimson|break}} tether:
+
== Advantages of Upwell Structures ==
* Locking a target &ndash; will break immediately as lock starts, and won't refresh until target unlocked.
 
* Moving outside the tethering range (see [[Tethering#Range|range]] below).
 
* Activating specific modules, as below:
 
** '''Burst Jammer''' module.
 
** '''Command Burst''' module.
 
** '''Cynosural Field Generator'''.
 
** '''Siege''' module.
 
** '''Triage''' module.
 
  
The following actions or conditions will {{co|red|prevent}} tethering:
+
Upwell are comparable to NPC stations but with multiple distinct advantages.
* Having an active [[Timers#Weapon Timer|weapon timer]].
 
* If you're '''warp disrupted''' or '''scrambled''' so that the offensive strength overcomes your defensive warp core strength (see [[warp disruption]] for more information).
 
* If you do not have docking rights at the structure.
 
* A ship that has been ejected from and is unpiloted will not be tethered. Your pod however, will be immediately tethered.
 
  
While tethered you're {{co|orangered|unable to}} take certain actions:
+
[[Tethering]] allows pilots to sit in immediate vicinity of a friendly structure. This has multiple benefits:
* Cannot activate '''smartbombs'''.
+
* Warping to the structure is safe as you tether immediately after landing (if you have a weapons timer, you will NOT tether until the timer expires).
* Cannot launch '''bombs''' from a bomb launcher.
+
* Warping away is safe as you will do the aligning while tethered.
 +
* Large tether radius makes it very hard to bubble whole structure.
  
===Asset safety===
+
An Upwell structure with clone bay allows capsuleers to swap clones without cool-down period. To do this you need to be in the same structure as your target clone.
  
===Anchoring===
+
The engineering complexes and refineries have significant bonuses that give them edge over stations. Additionally the Upwell Structures can fit manufacturing, research and refining rigs to further augment structure strengths.
  
===Fitting===
+
Upwell structures can be [[Fitting upwell structures|fitted]] with offensive capabilities.
Fitting an upwell structure is much like fitting a ship: if you have the roles required to take control of a citadel, you can just open up the fitting window and drop module in just like a ship.
+
== Upwell Structure Services ==
[http://i.imgur.com/JFqDtR9.png]
+
Upwell structures have wide variety of services available in them. Some services are available even in an unfitted structure but most services require a specific service module to be fitted.
  
To 'online' the service you must have fuel in the fuel bay which only seems accessible while controlling the citadel.
+
Services always available:
[http://i.imgur.com/Gq4yjtc.png]
+
* Tethering (If structure is not in "Abandoned" state, and has a core)
This is the same with the fighter bay (which works like the carrier version, if not more buggy) and the ammo hold (if you want the Missile/bomb launcher to reload automatically the ammo must be place in there
+
* Hangar
[http://i.imgur.com/etneky6.png]
+
* Ship fitting (Core required)
[http://i.imgur.com/0vOxoVy.png]
+
* Insurance
 +
* Repair shop (Core required)
 +
* Contracts, direct trading and deliveries
 +
* Corporation offices
  
Upwell structure fits can be saved and shared like ship fits, but currently fitting from a saved fit is bugged [http://i.imgur.com/3Cy60Bv.png]
+
Services available as service modules. These services all require fuel to stay online.
[http://i.imgur.com/uNDx3zh.png]
+
* Market
 +
* Clone bay
 +
* Reprocessing
 +
* Blueprint research
 +
* Invention
 +
* Manufacturing
 +
* Capital ship manufacturing
 +
* Super-capital ship manufacturing
 +
* Booster reactions
 +
* Composite reactions
 +
* Hybrid reactions
 +
* Moon mining
  
===Structure warfare===
+
As these services require an active module to stay online, the service will go offline if there is not enough fuel. Offline service will pause all manufacturing jobs, stop market activity and lock any clones installed at the structure; the materials and clones that were inside are not destroyed but they can not be recovered unless the service is brought back online. The industry/research jobs can be cancelled but this will not return any of the materials.
  
===Skills===
+
Moon mining, reactions and (super)capital manufacturing services are the only ones with restrictions. All others can be installed in any Upwell Structure. The clone bay has additional limitations if fitted in wormhole space. You can not jump into a structure in wormhole space so the clone bay is limited to clone swapping (this includes medical clones).
  
Citadel fighters can be used without fighter skills and fighter skill bonuses do not apply.
+
== Finding Structures ==
 +
[[File:structure_browser.png|thumb|Structure Browser]]
 +
The '''Structure Browser''' is able to show you info on structures in same system, same constellation or same region as where you are. It has information about what structures and stations are accessible and what services they offer. You can find the structure browser in the [[NeoCom]] under "Utilities" or by hitting the {{button|Esc}}-button and setting up a shortcut for it.
  
There are a few relatively quick to train (2x) skills that affect Upwell structures:
+
While you are in space your overview will show all citadels that you have docking rights for. Citadels that are on grid are shown even if no docking rights are available.
* Structure Doomsday Operation: 2% reduction in Arcing Vorton Projector duration per level
 
* Structure Electronic Systems: 3% reduction in capacitor consumption of all structure electronic warfare and tackle modules per level
 
* Structure Engineering Systems: 2% reduction in capacitor consumption of all structure energy neutralizers and point defense batteries per level
 
* Structure Missile Systems: 2% bonus to all structure missile and guided bomb damage per level
 
 
 
see also: [[Skills:Structure_Management]]
 
  
==Permissions==
+
Citadels to which you don't have docking rights are visible in solar map in brackets.
 +
== History ==
 +
Upwell structures were introduced to replace [[Player-owned starbases]] and outposts. This didn't happen at once but in several steps:
  
Groups and the Structure Browser: both are found in the Business menu of the neocom [http://i.imgur.com/eJrOpJE.png]<br />
+
* The first upwell structures to be introduced were the Citadels (Astrahus, Fortizar, Keepstar and Upwell Palatine Keepstar) in the [[Expansions#Citadel|Citadel]] expansion on April 27, 2016.<ref>https://www.eveonline.com/article/patch-notes-for-eve-online-citadel</ref> With them the cloning, market, and reprocessing service modules were introduced.
  
You start with a group called "my corp", and you cannot edit this group.
+
* The engineering complexes (Raitaru, Azbel, and Sotiyo) were introduced in the [[Expansions#Ascension|Ascension]] expansion on November 15, 2016.<ref>https://www.eveonline.com/article/patch-notes-for-eve-online-ascension</ref> At the same time the engineering service modules were introduced.<ref>https://www.eveonline.com/article/building-dreams-introducing-engineering-complexes</ref>
To start make a new Group with the button
 
[http://i.imgur.com/eIhsAsO.png]
 
[http://i.imgur.com/3YlxcKz.png]<br />
 
  
The group will start with you in the admin role, and you can add more Character/corp/alliances by dragging them from people and places menu or any other place like chat or a linked name
+
* The refineries (Athanor and Tatara) were added in the [[Expansions#Lifeblood|Lifeblood]] expansion on October 24, 2017.<ref>https://www.eveonline.com/article/patch-notes-for-eve-online-lifeblood</ref> Reprocessing rigs fitted to Upwell structures before that expansion were automatically unfitted so that the players could put them on the new refineries. The refineries replaced POSs for moon mining and reactions.
[http://i.imgur.com/EBjQsLZ.png]<br />
 
  
The roles in the group are in order Admin > Manager > Member > Blocked.
+
* In the February 2018 release the mechanics for Upwell Structures received an overhaul. Most notably low power states were introduced.<ref>https://www.eveonline.com/article/p435cx/patch-notes-for-february-2018-release-1-0 and https://www.eveonline.com/article/upwell-2.0-structures-changes-coming-on-february-13th</ref>
[http://i.imgur.com/b4gFEKa.png]<br /> A character can be given any of the roles, while Corporation and Alliances can only be given the member and blocked roles.
 
  
You can add the "public"(the globe icon) to a group but it can only be given the member role. Admins can add remove any of the rolls including other admins, while managers can only add/remove people from the member and blocked roles<br />
+
* On June 5, 2018 the faction Fortizars - 'Draccous' Fortizar, 'Horizon' Fortizar, 'Marginis' Fortizar, 'Moreau' Fortizar, and 'Prometheus' Fortizar - were introduced. All outposts in the game automatically turned into their corresponding faction Fortizar version.<ref>https://www.eveonline.com/article/p9aexk/patch-notes-for-eve-online-into-the-abyss and https://www.eveonline.com/article/p85rmg/faction-citadels-the-details</ref>
Blocked are on the black list even if they are a member of one of the corp with access<br />
 
[http://i.imgur.com/0iUt2nJ.png]
 
  
Groups can be shared in chat by dragging them.
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* The navigation structures Ansiblex Jump Gate, Pharolux Cyno Beacon, and Tenebrex Cyno Jammer were introduced in the [[Expansions#Onslaught|Onslaught]] expansion on November 13, 2018.
These group are then Use by structure profiles in the Structure Browser
 
[http://i.imgur.com/PFuZQJ2.png]
 
  
To start creating and editing profiles go to the 'My Structures' tab
+
* Keepstars and Sotiyos can no longer be anchored in High-Security space as of June 14th, 2023. <ref>https://www.eveonline.com/news/view/patch-notes-version-21-05</ref>
[http://i.imgur.com/dZEXJJB.png]
 
  
Click on the New profile Button
+
== References and Further Reading ==
[http://i.imgur.com/BljrH6X.png]
 
  
Before assigning any structures to this new profile I will add group to each roll on the profile setting tab
+
See also [https://support.eveonline.com/hc/en-us/sections/201103521-Player-Owned-Structures CCP's Helpdesk Articles on Player Owned Structures].
[http://i.imgur.com/rBD74JB.png]
 
the different groups are in order Docking, Defense, Clone Bay, Corporation Office, Market and Reprocessing.
 
<br />
 
  
Defense is taking control of a citadel and is the only way to get it to shoot.
+
{{Reflist}}
 
 
You can add a group to a role by  Clicking on the + sign.
 
[http://i.imgur.com/mCzRgTN.png]
 
<br />
 
 
 
Click save after adding the groups
 
<br />
 
 
 
To assign a structure a profile Click on the Any Profile Option and drag them to the one you want
 
[http://i.imgur.com/Ux9UiSI.png]
 
[http://i.imgur.com/jaOTlio.png]
 
<br />
 
changing cost station serves per group
 
<br />
 
 
 
It’s as easy as changing this value in the profile settings (isk for  Clone bay and Corporation offices)(% for market tax and Refining tax)
 
other galactic taxes may apply
 
[http://i.imgur.com/BLJgVEz.png]
 
 
 
==Finding structures==
 
The '''Structure Browser''' is able to show you info on strctures in same system, same constellation or same region as where you are. It has information about what structures and stations are accessible and what services they offer. You can find the structure browser in the [[NeoCom]] under "Business" or by hitting the {{button|Esc}}-button and setting up a shortcut for it.
 
 
 
[[image:structure_browser.png|thumb|right|300px|Structure Browser]]
 
 
 
While you are in space your overview will show all citadels that you have docking rights for. Citadels that are on grid are shown even if no docking rights are available.
 
  
Citadels to  which you don't have docking rights are visible in solar map in bracets.
+
[[Category:Structures]]

Latest revision as of 21:04, 27 September 2024

Upwell Structures are large player-made structures. They provide services and docking facilities which in many ways mirror those provided by NPC stations, but they differ somewhat in their mechanics. In some respects they are more useful than NPC stations, but on the other hand they can be destroyed.

In high- and low-security space, Upwell structures are useful tools for corporations; in null-security space and even more so in wormholes, they can be essential bases and semi-permanent homes for players.

Construction

Much like anything else, Upwell structures are manufactured out of sub-components. Structure components can be either bought from the market, built in stations or other upwell structures. The final assembly of the structures can take place in either a station or a structure. Structure components are distinguished by their usage of a good bit of Planetary Industry materials in their construction.

Deploying an Upwell Structure

After construction the structure needs to be taken to the desired location in space and deployed. Certain solar systems are blocked including Trade Hubs, Career Agent Systems, New Player Starter Systems, Shattered Wormholes and Thera. XL structures, includes Keepstars and Sotiyos, cannot be anchored in High-Security space. The structure must be at least 1,000 KM away from other stations, gates, etc.

To fully deploy the structure in an online state, a quantum core, at least one service module, and fuel blocks are required. The quantum core is installed by:

  1. dock up with the structure
  2. taking control of it
  3. opening the quantum room
  4. placing the quantum core in the slot

Structures deployed before quantum cores were added may still not have a core (depending on if their owners have decided to install one or not). If they do not they will work as normal but will lack tethering, ship fitting, and repair services.

Access Rights

Main article: Structure permissions

Access rights to an Upwell Structure are organized through the Access Lists UI through the Neocom menu. Access Lists contain profiles which grants access to the list of people who are within said profile. Because Upwell Structures can only be deployed by members of player owned corporations, that corporation will have a default access list that other capsuleers cannot be added to. There are four levels of rights that can be given to users: Administrator (can add or remove members of any level), Manager (can add individual members, corporations or alliances), Member and Blocked. The administrators and managers of a list are the only ones who have access to view and modify their respective lists.

To grant a capsuleer rights to an Upwell Structure they must be added to the access list via the "Add Members" button. Although characters, corporations and alliances may be added through this method, if the capsuleer is part of an NPC corporation or faction then they must be added individually.

Upwell structures can also be set to grant public access. In such case the structure access list may also be effectively used as a deny list. To deny a capsuleer access rights to an Upwell Structure, the capsuleer must be added to the access list and set to "blocked".

Upwell Structures

Citadels

Citadels are Upwell Structures meant to be used as operation bases. They receive bonuses to combat rig effectiveness, market service fuel usage and cloning bay fuel usage. Citadels also have the shortest vulnerability durations and strongest combat options making them easier to defend.

The three citadels are Astrahus (medium), Fortizar (large) and Keepstar (extra large). They have exactly same structure bonuses so the difference is only how many things they can have fitted and how much of a status symbol they are.

There is also a special Upwell Palatine Keepstar extra-large citadel. This citadel has ridiculously high material requirements, estimated at around 100 Trillion ISK and only one can be deployed at any given time. As of 2022 no one has anchored a Palatine Keepstar, however the primary structure on the Singularity test server in M-OEE8 -- the combat testing system -- is a Palatine owned by CCP.

Astrahus (medium)
Fortizar (large)
Keepstar (extra-large)
Structure Role bonuses Attributes
Combat rig effectiveness bonus Citadel service module fuel usage Service slots Max docking Extra
Astrahus 25% 25% 3 subcapital
Fortizar 25% 25% 5 capital
Keepstar 25% 25% 7 supercapital Can use doomsday weapon

Faction Fortizars

The advanced Faction upgraded Fortizars are special edition structures released in limited numbers to capsuleers by the Upwell Consortium as part of their outpost migration project of YC120. During the outpost migration event all Outposts and Conquerable stations were converted into these new faction Fortizars, and after that event no more copies of these structures or their blueprints have been made available to capsuleers. Faction Fortizars still existing in their original spot and never unanchored or destroyed have special unique rigs with enhanced bonuses.

There are 5 types of Faction Fortizars, one for each of the four former outpost types (Null-Sec stations deployed by player alliances), and one for the Immensea conquerable stations.

Refineries

Refineries are structures of choice for refining materials, reactions and moon mining. These are the only structures that can do reactions or moon mining and also receive innate bonuses to refining yields and both reprocessing and refining service module fuel consumption. You can find the exact formula for Upwell refining bonuses here.

The two refineries are Athanor (medium) and Tatara (large). The Athanor docking is limited to only subcapitals while Tatara also allows Rorquals to dock.

Athanor (medium)
Tatara (large)
Structure Role bonuses Attributes
Refinery yeld Refining/reaction service fuel usage reduction Reaction job duration reduction Service slots Max docking Extra
Athanor 2% 20% 3 subcapital
Tatara 4% 25% 25% 5 subcapital Rorqual can dock

Moon mining

Main article: Moon mining

Moon mining can take place only at refineries anchored within 250 km of a mining beacon and fitted with a Standup Moon Drill I service module, which appears on the outside of the structure as a giant laser turret aimed at the moon. A single cycle takes between 6 and 56 days depending on setup. The steps are as follows:

  1. Anchor the structure within 250 km of moon mining beacon. The beacon can be warped to from the right click menu in space. Only one refinery can be placed within range of the beacon.
  2. Set the length of the desired mining cycle. The amount of ore brought up with each cycle is directly proportional to the cycle time (30k m³ per hour), so choose whatever works best for your schedule
  3. Fire the laser at the moon. This will break off a chunk of the moon and allow it to be pulled away from the surface.
  4. The mining turret's tractor beam will gradually pull the chunk away from the surface. It will continue to move into position until the time you specified in step 2.
  5. Fire the laser again, this time at the moon chunk. It will explode into a lot of little chunks, or asteroids.
  6. Send forth your minions miners to mine the asteroid belt. Have them bring it back to the refinery to turn it into precious moon goo.
  7. While your miners are busy killing rocks, you can get started setting up the next cycle.

Savvy players may note that this results in much more risky game-play than previous moon mining mechanics. The predictable timing of mining cycles combined with the high value of moon ores makes moon mining belts a prime target for pirates. Refinery operators should prepare a response against any attacks, as well as dealing with ninja miners attempting to steal moon ore.

Engineering complexes

Engineering complexes are the structures of choice for research and manufacturing. Research and manufacturing services installed in engineering complexes consume less fuel. In addition the engineering complexes have innate bonuses to manufacturing material usage, manufacturing and science job durations and manufacturing and science job installation fees.

The three engineering complexes are Raitaru (medium), Azbel (large) and Sotiyo (extra-large). The Raitaru can only build and dock subcapitals. The Azbel can build up to capitals, but it can only dock subcapitals, so once a built capital leaves, it cannot go back in. The Sotiyo can dock up to capitals, but it can also build supercapitals. However, built supercapitals cannot reenter a Sotiyo after they undock.

Raitaru (medium)
Azbel (large)
Sotiyo (extra-large)
Structure Role bonuses Attributes
Manufacturing material requirement Manufacturing and science job duration Job fee Manufacturing and research service module fuel usage Service slots Max docking Extra
Raitaru 1% 15% 3% 25% 3 subcapital
Azbel 1% 20% 4% 25% 5 subcapital Can build capitals
Sotiyo 1% 30% 5% 25% 6 subcapital + capital Can build supercapitals. *
* Requires "Supercapital Construction Facilities" infrastructure hub upgrade.

Navigation structures

Main article: Navigation structures

The Upwell navigation structures are much more specialized. They do not allow tethering or even ship docking.

Ansiblex Jump Gate
Pharolux Cyno Beacon
Tenebrex Cyno Jammer

Advantages of Upwell Structures

Upwell are comparable to NPC stations but with multiple distinct advantages.

Tethering allows pilots to sit in immediate vicinity of a friendly structure. This has multiple benefits:

  • Warping to the structure is safe as you tether immediately after landing (if you have a weapons timer, you will NOT tether until the timer expires).
  • Warping away is safe as you will do the aligning while tethered.
  • Large tether radius makes it very hard to bubble whole structure.

An Upwell structure with clone bay allows capsuleers to swap clones without cool-down period. To do this you need to be in the same structure as your target clone.

The engineering complexes and refineries have significant bonuses that give them edge over stations. Additionally the Upwell Structures can fit manufacturing, research and refining rigs to further augment structure strengths.

Upwell structures can be fitted with offensive capabilities.

Upwell Structure Services

Upwell structures have wide variety of services available in them. Some services are available even in an unfitted structure but most services require a specific service module to be fitted.

Services always available:

  • Tethering (If structure is not in "Abandoned" state, and has a core)
  • Hangar
  • Ship fitting (Core required)
  • Insurance
  • Repair shop (Core required)
  • Contracts, direct trading and deliveries
  • Corporation offices

Services available as service modules. These services all require fuel to stay online.

  • Market
  • Clone bay
  • Reprocessing
  • Blueprint research
  • Invention
  • Manufacturing
  • Capital ship manufacturing
  • Super-capital ship manufacturing
  • Booster reactions
  • Composite reactions
  • Hybrid reactions
  • Moon mining

As these services require an active module to stay online, the service will go offline if there is not enough fuel. Offline service will pause all manufacturing jobs, stop market activity and lock any clones installed at the structure; the materials and clones that were inside are not destroyed but they can not be recovered unless the service is brought back online. The industry/research jobs can be cancelled but this will not return any of the materials.

Moon mining, reactions and (super)capital manufacturing services are the only ones with restrictions. All others can be installed in any Upwell Structure. The clone bay has additional limitations if fitted in wormhole space. You can not jump into a structure in wormhole space so the clone bay is limited to clone swapping (this includes medical clones).

Finding Structures

Structure Browser

The Structure Browser is able to show you info on structures in same system, same constellation or same region as where you are. It has information about what structures and stations are accessible and what services they offer. You can find the structure browser in the NeoCom under "Utilities" or by hitting the Esc-button and setting up a shortcut for it.

While you are in space your overview will show all citadels that you have docking rights for. Citadels that are on grid are shown even if no docking rights are available.

Citadels to which you don't have docking rights are visible in solar map in brackets.

History

Upwell structures were introduced to replace Player-owned starbases and outposts. This didn't happen at once but in several steps:

  • The first upwell structures to be introduced were the Citadels (Astrahus, Fortizar, Keepstar and Upwell Palatine Keepstar) in the Citadel expansion on April 27, 2016.[1] With them the cloning, market, and reprocessing service modules were introduced.
  • The engineering complexes (Raitaru, Azbel, and Sotiyo) were introduced in the Ascension expansion on November 15, 2016.[2] At the same time the engineering service modules were introduced.[3]
  • The refineries (Athanor and Tatara) were added in the Lifeblood expansion on October 24, 2017.[4] Reprocessing rigs fitted to Upwell structures before that expansion were automatically unfitted so that the players could put them on the new refineries. The refineries replaced POSs for moon mining and reactions.
  • In the February 2018 release the mechanics for Upwell Structures received an overhaul. Most notably low power states were introduced.[5]
  • On June 5, 2018 the faction Fortizars - 'Draccous' Fortizar, 'Horizon' Fortizar, 'Marginis' Fortizar, 'Moreau' Fortizar, and 'Prometheus' Fortizar - were introduced. All outposts in the game automatically turned into their corresponding faction Fortizar version.[6]
  • The navigation structures Ansiblex Jump Gate, Pharolux Cyno Beacon, and Tenebrex Cyno Jammer were introduced in the Onslaught expansion on November 13, 2018.
  • Keepstars and Sotiyos can no longer be anchored in High-Security space as of June 14th, 2023. [7]

References and Further Reading

See also CCP's Helpdesk Articles on Player Owned Structures.