Difference between revisions of "Upwell structures"

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{{structures}}{{Update}}
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{{structures}}
==Upwell structure services==
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'''Upwell Structures''' are large player made structures. Please refer to the links in the right panel to find more information through the UNIWIKI as well as [https://support.eveonline.com/hc/en-us/sections/201103521-Player-Owned-Structures CCP's Helpdesk Articles on Player Owned Structures].
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.
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== Construction ==
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In order to build an Upwell Structure components must be made.  Structure components can be either bought from the market, built in stations or in Component Assembly Arrays.  The final assembly of the structures can take place in either a station or Equipment Assembly Array. After construction the structure needs to be deployed.  The only restriction on deployment are in Trade Hubs, Career Agent Systems, New Player Starter Systems, Shattered Wormholes and Thera.
  
Services always available:
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== Access Rights ==
* Tethering
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{{main|Structure permissions}}
* Hangar
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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.  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.
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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 of 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.
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Upwell structures can also be set to grant public access. In the case that any capsuleer may access the structure the access list may also be effectively used as a blacklist. To deny access rights of an Upwell Structure to a capsuleer they 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.
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== Upwell Structures ==
  
==Citadels==
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=== 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.
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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 duration's 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.
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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 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.
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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. So far nobody has built a Palatine Keepstar{{citation needed}}.
  
 
{| style="text-align:center;"
 
{| style="text-align:center;"
| valign="top" | [[image:astrahus.png|thumb|212px|'''Astrahus''' (medium)]]
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| valign="top" | [[image:astrahus.jpg|thumb|212px|'''Astrahus''' (medium)]]
| valign="top" | [[image:fortizar.png|thumb|212px|'''Fortizar''' (large)]]
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| valign="top" | [[image:fortizar.jpg|thumb|212px|'''Fortizar''' (large)]]
| valign="top" | [[image:keepstar.png|thumb|212px|'''Keepstar''' (extra-large)]]
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| valign="top" | [[image: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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!colspan="1"; rowspan="2" style="background:#222222"| Structure
!colspan="1" style="background:#222222"| Combat rig effectiveness
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!colspan="2" style="background:#222222"| Role bonuses
!colspan="1" style="background:#222222"| Citadel service module fuel usage
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!colspan="4" style="background:#222222"| Attributes
 +
|-
 +
!colspan="1" style="background:#222222"| [[image:Icon missile rig.png|21px|Combat rig effectiveness bonus]]
 +
!colspan="1" style="background:#222222"| [[image:Gallente fuel block.png|21px|Citadel service module fuel usage]]
 +
!colspan="1" style="background:#222222"| [[image:Icon service slot.png|21px|Service slots]]
 +
!colspan="1" style="background:#222222"| Max docking
 
!colspan="1" style="background:#222222"| Extra
 
!colspan="1" style="background:#222222"| Extra
!colspan="1" style="background:#222222"| Vlnurability hours
 
  
 
|-
 
|-
 
|Astrahus
 
|Astrahus
|25%%
 
 
|25%
 
|25%
|Only sub cap can dock
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|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.
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|7
|21
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|supercapital
 +
|Can use doomsday weapon
 
|}
 
|}
  
==Refineries==
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=== 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.
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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.
  
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.
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There are 5 Faction Fortizars, one for each of the four former outposts (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;"
 +
| valign="top" | [[image:Athanor.jpg|thumb|212px|'''Athanor''' (medium)]]
 +
| valign="top" | [[image: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
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!colspan="1"; rowspan="2" style="background:#222222"| Structure
!colspan="1" style="background:#222222"| Refinery yeld
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!colspan="3" style="background:#222222"| Role bonuses
!colspan="1" style="background:#222222"| Refining/reaction service fuel usage
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!colspan="4" style="background:#222222"| Attributes
!colspan="1" style="background:#222222"| Reaction job duration
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|-
 +
!colspan="1" style="background:#222222"| [[image:Reprocess.png|21px|Refinery yeld]]
 +
!colspan="1" style="background:#222222"| [[image:Gallente fuel block.png|21px|Refining/reaction service fuel usage reduction]]
 +
!colspan="1" style="background:#222222"| [[image:Icon reaction.png|21px|Reaction job duration reduction]]
 +
!colspan="1" style="background:#222222"| [[image:Icon service slot.png|21px|Service slots]]
 +
!colspan="1" style="background:#222222"| Max docking
 
!colspan="1" style="background:#222222"| Extra
 
!colspan="1" style="background:#222222"| Extra
!colspan="1" style="background:#222222"| Vlnurability hours
 
  
 
|-
 
|-
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|20%
 
|20%
 
|
 
|
 +
|3
 +
|subcapital
 
|
 
|
|20
 
  
 
|-
 
|-
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|25%
 
|25%
 
|25%
 
|25%
|
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|5
|20?
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|subcapital
 +
|Rorqual can dock
 
|}
 
|}
===Moon mining===
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 +
==== Moon mining ====
 
{{main|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:
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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 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.
 
#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
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#Set the length of the desired mining cycle. The amount of ore brought up with each cycle is directly proportional to the cycle time (20k 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.
 
#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.
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#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.
 
#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.
 
#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.
 
#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.
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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==
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=== 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 duartions and manufacturing and science job installation fees.
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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 duration's 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.
 
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.
  
 
{| style="text-align:center;"
 
{| style="text-align:center;"
| valign="top" | [[image:raitaru.png|thumb|212px|'''Raitaru''' (medium)]]
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| valign="top" | [[image:raitaru.jpg|thumb|212px|'''Raitaru''' (medium)]]
 
| valign="top" | [[image:azbel.jpg|thumb|212px|'''Azbel''' (large)]]
 
| valign="top" | [[image:azbel.jpg|thumb|212px|'''Azbel''' (large)]]
 
| valign="top" | [[image:sotiyo.jpg|thumb|212px|'''Sotiyo''' (extra-large)]]
 
| valign="top" | [[image:sotiyo.jpg|thumb|212px|'''Sotiyo''' (extra-large)]]
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{|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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!colspan="1"; rowspan="2" style="background:#222222"| Structure
!colspan="1" style="background:#222222"| Material requirement
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!colspan="4" style="background:#222222"| Role bonuses
!colspan="1" style="background:#222222"| Job duration
+
!colspan="4" style="background:#222222"| Attributes
!colspan="1" style="background:#222222"| Job fefe
+
|-
!colspan="1" style="background:#222222"| Engineering service fuel usage
+
!colspan="1" style="background:#222222"| [[image:Icon material efficiency.png|17px|Manufacturing material requirement]]
 +
!colspan="1" style="background:#222222"| [[image:Icon time efficiency.png|17px|Manufacturing and science job duration]]
 +
!colspan="1" style="background:#222222"| [[image:Wallet.png|21px|Job fee]]
 +
!colspan="1" style="background:#222222"| [[image:Gallente fuel block.png|21px|Manufacturing and research service module fuel usage]]
 +
!colspan="1" style="background:#222222"| [[image:Icon service slot.png|21px|Service slots]]
 +
!colspan="1" style="background:#222222"| Max docking
 
!colspan="1" style="background:#222222"| Extra
 
!colspan="1" style="background:#222222"| Extra
!colspan="1" style="background:#222222"| Vlnurability hours
 
  
 
|-
 
|-
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|3%
 
|3%
 
|25%
 
|25%
 +
|3
 +
|subcapital
 
|
 
|
|9
 
  
 
|-
 
|-
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|4%
 
|4%
 
|25%
 
|25%
 +
|5
 +
|subcapital
 
|Can build capitals
 
|Can build capitals
|18
 
  
 
|-
 
|-
|Raitaru
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|Sotiyo
 
|1%
 
|1%
 
|30%
 
|30%
 
|5%
 
|5%
 
|25%
 
|25%
 +
|6
 +
|subcapital + capital
 
|Can build supercapitals.
 
|Can build supercapitals.
|36
 
 
|}
 
|}
  
==Structure mechanics==
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=== Navigation structures ===
===Tethering===
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{{main|Navigation structures}}
[[image:tethering.png|thumb|right|190px|While tethered, you'll see this icon on top of your HUD.]]
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The Upwell navigation structures are much more specialized. They do not allow tethering or even ship docking.
[[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.
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{| style="text-align:center;"
 +
| valign="top" | [[image:ansiblex.jpg|thumb|212px|'''Ansiblex Jump Gate''']]
 +
| valign="top" | [[image:pharolux.jpg|thumb|212px|'''Pharolux Cyno Beacon ''']]
 +
| valign="top" | [[image:tenebrex.jpg|thumb|212px|'''Tenebrex Cyno Jammer ''']]
 +
|}
  
[[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.]]
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== Advantages of Upwell Structures ==
The following actions {{co|lightgreen|do not}} break tether:
 
* Move around in space as long as you remain close to the structure.
 
* Use the [[Directional scanning|directional scanner]].
 
* Launch probes, use the [[Scanning#Probe_scanning|probe scanner]] and recall probes.
 
  
The following actions or conditions will {{co|crimson|break}} tether:
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Upwell are comparable to NPC stations but with multiple distinct advantages.
* 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:
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[[Tethering]] allows pilots to sit in immediate vicinity of a friendly structure. This has multiple benefits:
* Having an active [[Timers#Weapon Timer|weapon timer]].
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* 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).
* If you're '''warp disrupted''' or '''scrambled''' so that the offensive strength overcomes your defensive warp core strength (see [[warp disruption]] for more information).
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* Warping away is safe as you will do the aligning while tethered.
* If you do not have docking rights at the structure.
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* Large tether radius makes it very hard to bubble whole 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:
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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.
* Cannot activate '''smartbombs'''.
 
* Cannot launch '''bombs''' from a bomb launcher.
 
  
===Asset safety===
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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.
Asset safety is a mean of mitigating the risk associated with storing items inside destructable structures, and serves as an intermediate "inventory" for player assets that were stored in a player-owned structure that has been destroyed or unanchored (subject to certain limitations). Items in Asset Safety do not exist in a physical location until delivered to a new location. Items placed in Asset Safety will be bundled in an Asset Safety container. In the case of Corporate Asset Safety, the Asset Safety wrap will preserve any corporate hangar organization.
 
  
Asset Safety is available in all Upwell Structures (such as Citadels and [[Engineering Complexes]]), but not other player-owned structures, such as [[player-owned starbases]].
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Upwell structures can be [[Fitting upwell structures|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.
  
Asset Safety exists on both a personal and corporate level, though it functions similarly in either case. Once Asset Safety has been activated, regardless of method, it cannot be reversed, and items must then be delivered according to normal Asset Safety restrictions.
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Services always available:
 +
* Tethering
 +
* Hangar
 +
* Ship fitting
 +
* Insurance
 +
* Repair shop
 +
* Contracts, direct trading and deliveries
 +
* Corporation offices
  
Asset Safety is activated whenever
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Services available as service modules. These services all require fuel to stay online.
* An Upwell structure is destroyed or unanchored, or
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* Market
* A corporate office is un-rented, or
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* Clone bay
* A player manually activates it. You may do this by right clicking a structure heading in the Personal Assets window. But note: you must move all items from the Upwell at the same time using this command, which is labelled "Move all items to asset safety".
+
* Reprocessing
 +
* Blueprint research
 +
* Invention
 +
* Manufacturing
 +
* Capital ship manufacturing
 +
* Super-capital ship manufacturing
 +
* Booster reactions
 +
* Composite reactions
 +
* Hybrid reactions
 +
* Moon mining
  
In the case of Corporate Asset Safety, only Directors or a CEO may activate Asset Safety for items in corporate hangars.
+
As these services require 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 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.
  
Items in Personal Asset Safety will appear in the player's "Assets" window, under the "Safety" tab.
+
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.
  
[[File:Personal_Asset_Safety.PNG]]
+
== Finding structures ==
<br><br>
+
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 "Business" or by hitting the {{button|Esc}}-button and setting up a shortcut for it.
  
Items in Corporate Asset Safety will appear in the corporation's "Assets" window, under the "Safety" tab.
+
[[image:structure_browser.png|thumb|right|300px|Structure Browser]]
  
[[File:Corporation_Asset_Safety.PNG]]
+
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.
<br><br>
 
  
There are then two ways of recovering the items:
+
Citadels to which you don't have docking rights are visible in solar map in brackets.
# After 5 days, the player/corporation can choose to have their assets delivered to an outpost, NPC station, or Citadel in the same system where the assets were originally located. This option is free.  
+
== History ==
# After an additional 20 days (i.e. if the first option is not used), the assets will be automatically delivered to the nearest (measured in AU) NPC station, and the player/corporation must pay 15% of the assets' value to retrieve them from Asset Safety.
+
Upwell structures were introduced to replace [[Player-owned starbases]] and outposts. This didn't happen at once but in several steps:
  
====Delivery rules====
+
*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.<ref>https://www.eveonline.com/article/patch-notes-for-eve-online-citadel</ref> With them the cloning, market, and reprocessing service modules were introduced.
  
If assets are not moved to a station, outpost, or Citadel in the same system, items in Asset Safety will be moved according to the following guidelines:
+
*The engineering complexes Raitaru, Azbel, and Sotiyo were introduced in the 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>
  
*From <span style="color:red">null security</span> space: to the nearest <span style="color:orange">low security</span> station, by AU.
+
*The refineries Athanor and Tatara were added in the 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.
*From <span style="color:orange">low security</span> space: to the nearest <span style="color:orange">low security</span> station, by AU.
 
*From <span style="color:green">high security</span> space: to the nearest <span style="color:green">high security</span> station, by AU.
 
  
====Wormhole systems====
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*In the Februrary 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>
  
While Asset Safety technically exists in wormhole systems, in practice it merely causes assets in wormhole structures to drop in large containers when their containing structures are destroyed. Unless such items are contained in password-protected containers, anyone may take any items from containers dropped by structures in wormhole space. Players may also launch assembled ships from these containers.
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*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>
 
 
[[Category:Game mechanics]]
 
[[Category:Corporations]]
 
 
 
==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.
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*The navigation structures Ansiblex Jump Gate, Pharolux Cyno Beacon, and Tenebrex Cyno Jammer were introduced in the Onslaught expansion on November 13, 2018.
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==References==
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{{Reflist}}

Revision as of 05:31, 1 May 2020

Upwell Structures are large player made structures. Please refer to the links in the right panel to find more information through the UNIWIKI as well as CCP's Helpdesk Articles on Player Owned Structures.

Construction

In order to build an Upwell Structure components must be made. Structure components can be either bought from the market, built in stations or in Component Assembly Arrays. The final assembly of the structures can take place in either a station or Equipment Assembly Array. After construction the structure needs to be deployed. The only restriction on deployment are in Trade Hubs, Career Agent Systems, New Player Starter Systems, Shattered Wormholes and Thera.

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. 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 of faction then they must be added individually.

Upwell structures can also be set to grant public access. In the case that any capsuleer may access the structure the access list may also be effectively used as a blacklist. To deny access rights of an Upwell Structure to a capsuleer they 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 duration's 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 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. So far nobody has built a Palatine KeepstarTemplate:Citation needed.

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.

There are 5 Faction Fortizars, one for each of the four former outposts (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 1 to 8 weeks 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 (20k 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 duration's 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.

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.

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
  • Hangar
  • Ship fitting
  • Insurance
  • Repair shop
  • 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 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 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.

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.

Finding structures

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 "Business" or by hitting the Esc-button and setting up a shortcut for it.

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 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 Februrary 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.

References