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{{Wormhole Links}} | {{Wormhole Links}} | ||
== Picking the Right System == | == Picking the Right System == | ||
Before you can even start thinking about moving into a W-space system you need to pick the right one for your needs and plans. | Before you can even start thinking about moving into a W-space system you need to pick the right one for your needs and plans. | ||
There are 2604 Systems in W-space, each different and unique. Choosing the one you will like will take time and lots of effort. You will probably spend days or even weeks scouting before you find a system that suits your needs. You will have to decide if you are going to live there by yourself or with a couple of friends. You will have to know what activities are you going to perform there (manufacturing, harvesting gas and [[ore]], killing [[Sleepers]]) and if you are going to be able to do those things alone or will it require a fleet. Your statics will determine what activities are easily available, as well as the feasibility of regular logistics runs. Shattered wormholes, drifter wormholes, and Thera all disallow anchoring of player-owned structures, but nonetheless some capsuleers call these systems home. | |||
There are | |||
=== Planning === | === Planning === | ||
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The following factors affect your choice of your home system. | The following factors affect your choice of your home system. | ||
* Plan ahead on what kind of static you wish the system could have, look for that. | * Plan ahead on what kind of static you wish the system could have, and look for that. | ||
** | ** HS statics are often high traffic, but trivialize logistics runs | ||
** C3 and C5 statics are perfect for running combat anomalies at all levels of play | |||
** C2 and C4 systems have two statics rather than one | |||
* Keep in mind that [[Wormhole attributes|wormholes have mass restrictions]]. You won't be able to jump a [[capital ship]] through most of them, and there are wormholes that won't even allow [[battleship]] sized ships. | * Keep in mind that [[Wormhole attributes|wormholes have mass restrictions]]. You won't be able to jump a [[capital ship]] through most of them, and there are wormholes that won't even allow [[battleship]] sized ships. | ||
* Look for a system with a variety of [[planets]] that will later be used for your [[Planetary Industry]] colonies. | * Look for a system with a variety of [[planets]] that will later be used for your [[Planetary Industry]] colonies. | ||
* Decide what | * Decide what class of the system you're looking for, take into consideration the unique factors for each | ||
* Ask yourself if you want the system to have any | ** Low-class WHs (C4 and below) do not have to deal with hostile caps, as they must be built in those systems due to wormhole size restrictions | ||
** High-class WHs (C5 and above) are less connected to kspace, and much more hotly contested | |||
* Ask yourself if you want the system to have any system effects that would help you with your activities. (i.e. a Pulsar effect will help shield tanking ships and cripple armor tanking ones.) | |||
=== Example === | === Example === | ||
Let’s say you want to live in wormhole space and aren’t sure which class fits your situation. Different setups favor different group sizes and goals: | |||
Solo players generally thrive in Class 3 systems. C3s have a single static (making them less desirable for evicting groups), their combat sites are easy to run with low or moderate SP, and logistics are simple because many C3 statics lead to high-sec or low-sec. Gas and ore sites also appear regularly, making them good all-around solo homes. | |||
Small groups often prefer Class 2 or Class 4 systems because both offer dual statics. This provides steady content, exploration routes, and reliable escape paths. Hostile capital ships cannot enter low-class wormholes and must be built inside the system, so the risk of surprise-capital escalations is low. C2s are flexible and easy to live in. C4s provide harder sites and better payouts without the capital escalation gameplay found in C5/C6. | |||
PvP-focused groups typically aim for Class 5 space, which is the center of wormhole combat. C5 systems support capital escalations, large-scale brawls, and aggressive eviction gameplay. Most organized wormhole PvP happens here, and groups living in C5s usually look for content every day. | |||
It's up to you which type of system matches your goals and playstyle. Take the time to scout and find the one that fits. | |||
== Moving In == | == Moving In == | ||
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* Have you placed a scan-alt in the system? (very important, in case you get podded) | * Have you placed a scan-alt in the system? (very important, in case you get podded) | ||
If you are satisfied with the system, it's not occupied, have the exits you want and it's fairly safe it's time to move in and get things started. Let's go shopping then. The single most important thing you need is a place to call home. A place where you can keep all your ships, loot, ore, modules and your exotic dancers safe at. You need need a structure to live in (a citadels or engineering complex). POS are still present but used less often. Very few pilots live out of another ship like the [[Orca]]. | |||
Citadels in Wormhole Space | |||
Citadels have fully replaced POSes as the standard way to live in wormhole space. While POS guidance remains useful for niche cases, the vast majority of groups rely on Upwell structures as their primary home. Choosing the correct size and understanding reinforcement behavior is essential for survival. | |||
==== Choosing the Right Citadel Size ==== | |||
Citadels behave differently in wormhole space than in K-space. Their reinforcement cycles are shorter, and the number of timers varies by structure size: | |||
* '''Astrahus''' — The most common first structure, inexpensive, easy to anchor. Has only one reinforcement timer. This makes Astrahuses relatively easy targets for roaming fleets or multiboxers during off-hours. Attackers can reinforce it quickly and decide later whether to commit to the final fight. | |||
* '''Fortizar''' — Much more expensive, but significantly more defensible. Has two reinforcement timers, making evictions far more difficult. Groups aiming to stay long-term or invite friends into the system usually upgrade to a Fortizar as soon as practical. | |||
* '''Athanor''' / '''Tatara''' — Common for indy-focused groups. Given that the moons in WH space are on par with HS, it's probably not worth the fuel cost to anchor these for moon pulls. They are still profitable for reactions. | |||
* '''Raitaru''' / '''Azbel''' — Industry platforms that can serve as secondary bases. Typically not worth it unless you are building caps in-system. | |||
==== Recommended Strategy for New Residents ==== | |||
* Most new or small groups should anchor an Astrahus first and treat it as a beachhead. | |||
* Once stable or profitable, upgrade to a Fortizar, which drastically reduces eviction risk. | |||
* Always configure a sensible vulnerability window—one aligned with your actual active hours. | |||
* Keep your fuel blocks stocked. An unfueled structure loses essential defensive capabilities. | |||
* Set ACLs carefully so only trusted pilots have tethering, docking, and fitting permissions. | |||
==== Threats and Eviction Risk ==== | |||
Because medium structures have only one reinforcement timer in wormholes, they attract opportunistic attackers: | |||
* Off-timezone multiboxers can ref an Astrahus at quiet hours. | |||
* Hostile groups may ignore the timer if defenders form. | |||
* Third-party fleets may wander in and finish the job even if the original aggressors never return. | |||
Larger citadels (especially Fortizars) discourage this behavior due to multiple timers, longer operations, and greater commitment required from attackers. | |||
==== Why POS Mechanics Still Matter ==== | |||
Although seldom used as homes, POSes occasionally see niche use: | |||
* Temporarily storing capitals built inside the system | |||
* Mass and rolling tricks | |||
* Off-grid hangar or safety storage | |||
* Bait and trap setups | |||
However, POSes should no longer be considered primary bases of operation. | |||
=== POS defense === | === POS defense === | ||
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Please check out this [https://web.archive.org/web/20220519153629/https://oldforums.eveonline.com/?a=topic&threadID=817184 EVE-O Forum Topic] before you even consider setting up your POS in the system. | Please check out this [https://web.archive.org/web/20220519153629/https://oldforums.eveonline.com/?a=topic&threadID=817184 EVE-O Forum Topic] before you even consider setting up your POS in the system. | ||
Large POS's are strongly recommended in W-space. Small ones or even medium ones are very easy to attack and take down. Most of people don't bother with large ones. It takes too much effort to bring a large POS down, it's a logistical nightmare, but that doesn't mean people don't do it. It is quite common for corporations to attack other people in W-Space for ISK and loot. Even the best defense won't keep people from destroying your POS, if they are ready to do what it takes. Having a good setup however will decrease the chance of getting invaded and will probably save your assets. This is EVE and you always need to be prepared for the worst. Keep that in mind. | Large POS's are strongly recommended in W-space. Small ones or even medium ones are very easy to attack and take down. Most of people don't bother with large ones. It takes too much effort to bring a large POS down, it's a logistical nightmare, but that doesn't mean people don't do it. It is quite common for corporations to attack other people in W-Space for ISK and loot. Even the best defense won't keep people from destroying your POS, if they are ready to do what it takes. Having a good setup however will decrease the chance of getting invaded and will probably save your assets. This is EVE and you always need to be prepared for the worst. Keep that in mind. | ||