Sovereignty guide

Please note: This page is currently a work in progress. Please read the talk page for more information.



Capsuleer alliances can claim sovereignty over nullsec systems that are not already controlled by NPC factions and can upgrade them in many ways to improve the infrastructure and potential income available in their systems. It is here that capsuleer alliances and coalitions band together or against each other in a fight over their personal slice of New Eden. The Entosis Link module is at the core of the Sovereignty system as it is used to claim, defend and conquer space. The pages within this feature section will cover how capsuleers can claim sovereignty, what they can do to defend and improve their space and how they can take space away from others.

Claiming Sovereignty

Solar Systems can be claimed with a Territorial Claim Unit. No upkeep is required to maintain sovereignty claim on a system. Infrastructure Hubs and Outposts can be deployed to further improve the system. These require an isk based upkeep cost to be paid to Concord in order to be maintained.

Territorial Claim Unit

Upgrading and Defending Sovereign Space

Activity in a solar system can build up System Indices. These affect the defensive capabilities of the alliance as well as which upgrade options are available to increase the value of the system.

Contesting Sovereignty

To contest and conquer the sovereignty of other alliances, their sovereignty structures must be captured or destroyed. This process begins with an Entosis Link and a successfull capture event in which the attackers reinforce and destroy system assets while defenders fail to secure them. Capsuleers cannot contest sovereignty held by NPC factions.

Entosis Link


The entosis link is a high-slot module that allows capsuleers to hack sovereignty structures, stations services and command nodes to capture and defend sovereign space. The module will have other capabilities and these will be added to the page as they are introduced by our developers. CAN NO LONGER BE USED BY INTERCEPTORS - Vanguard release 29.09.2015


Any capsuleer may utilize an entosis link to disrupt station services.

During the vulnerability window, capsuleers who are members of an alliance can utilize an entosis link to disrupt structures.

Upon finishing its first cycle, an entosis link module will cause the station, service, or structure targeted to notify its owner it is threatened. Once a second cycle has begun, the Entosis Link will begin disrupting the structure. The time it takes an entosis link to maximally disrupt a structure depends upon the solar system's activity defense multiplier. This multiplier value affects the total number of cycles required to disrupt a structure, service, or station. It does not affect the cycle duration of entosis link modules used in system.


Activating an entosis link module generates a weapon flag and consumes 1 unit of strontium clathrates per cycle. Once it has been activated, an entosis link module cannot be deactivated until it completes its current cycle. Also, while the module is active the capsuleer's ship cannot cloak, warp, jump, dock, eject or receive remote assistance until the module has been fully deactivated. While equiped, an entosis link module reduced a ship's top speed a maximum of 4000m/s (with or without prop module on).

If a capsuleer loses their ship while using an active entosis link module, their disruption progress remains on the structure. Opposing sides will need to clear away that disruption before they can progress with their own disruption. This adds to the amount of time necessary to fully capture a structure. Using more than one entosis link does not speed up the process, and capital ships equiped with an entosis link module have thier cycle times increased fivefold.

Competing Links

If one side has an active Entosis Link that is past its first cycle and no member of an opposing side is past its first cycle, only the side that is past the first cycle will make progress. If both have an active entosis link past its first cycle then neither will make progress and the capture is halted.

Command Nodes Event


If a structure is disrupted with an entosis link module during a vulnerability window period of its controlling alliance, that structure will go into reinforced mode for approximately 48 hours. It will exit this reinforced mode at a random time during the next vulnerability window. When it exits this reinforced mode, a command node event will begin.

A command node event begins with five command nodes spawning in random systems within the constellation of the system in which the reinforced structure is located. Command nodes have an equal chance of spawning in any system in the constellation regardless of who holds sovereignty.

As with other structures, capsuleers must use an entosis link to capture command nodes. Each captured command node adds 5 points of progress to the capturer's alliance while proportionally removing points from other sides involved in the capture.

Further details on the capture process can be found in the Entosis Link page.

Finding Command Nodes

Command nodes are visible on the overview display and named after the structure with which they are associated so they are easily recognizable. As a command node event progresses, there is a posibility that more nodes will spawn (this chance was reduced by about 50% in Aegis release) beyond the starting five. Whenever a node is captured, a new node will spawn immediately elsewhere in the constellation.

Total command node quanitities are limited to 5 within a single system and 10 within the whole constellation. Multiple command node events can occur simultaneously in the same constellation if more than one sovereignty structure exits their reinforced mode in close succession. Each event works independently of each other and capturing a node for one event will not affect another.


If the reinforced structure that triggers the command node event has an owner then the owner's alliance is considered the defender. All other capsuleers outside of that alliance are considered as attackers. Capsuleers outside of the structure owner's alliance cannot assist in defending the structure with an entosis link, as they will contribute to the attacker side.

Furthermore, nodes gain the activity defense multiplier bonus of the system where the triggering structure is located. This applies even if the nodes are not located in that system. Defenders are never negatively affected by their own defense multiplier and will always capture nodes at full speed.

Defenders begin command node events at 60% control. To win they need to capture the remaining 40% or 8 command nodes unless attackers oppose it.


A command node event remains active and the triggering structure remains contested until one side is victorious. If an event lasts until downtime, the event's progress is saved in its current state until the server is back online at which pount the event continues. Once the event is finished, all remaining command nodes despawn.


If the defenders end the command node event by successfully capturing enough command nodes, the triggering structure enters a secure state. The structure will remain in this state until the next day's vulnerability window.

If the attackers end the command node event by successfully capturing enough command nodes, two things may happen. If the triggering structure is a territorial claim unit or infrastructure hub, then the structure will explode and any alliance may deploy a new strucutre. If the triggering structure is a owned station then it will enter freeport mode for 48 hours after which it will then initiate a second capture event.

See the Freeport Mode page for further details.

Upkeep System

Alliances must pay upkeep in order to maintain their sovereignty claim over a system. Each system is on a distinct 7 day long billing cycle, and the upkeep bill must be paid in advance; if a bill is not paid for a system in time, sovereignty is lost (TCU goes offline) as soon as the current billing period ends. It is therefore recommended that corporations which have online TCUs in systems (and are thus responsible for paying the upkeep bill on behalf of their alliance) set sovereignty bills to be paid automatically.

The first upkeep bill is paid during the onlining sequence for the TCU; if this bill is not paid, the TCU will go offline as soon as it finishes the onlining sequence.

The ISK amount to be paid for each system is dependent on the amount of strategic infrastructure, which has been established in the system; military and industrial upgrades do not affect the upkeep bill. A breakdown of the amount of ISK added to the bill by each strategic upgrade can be seen in the table below:

Upkeep Cost

Structure ISK cost per day ISK cost per billing period ISK cost per 30 days
Territorial Control Unit 6,000,000 ISK 84,000,000 ISK 180,000,000 ISK
Infrastructure Upgrades
Supercapital Construction Facilities 1,000,000 ISK 14,000,000 ISK 30,000,000 ISK
Cynosural Navigation 2,000,000 ISK 28,000,000 ISK 60,000,000 ISK
Advanced Logistics Network 10,000,000 ISK 140,000,000 ISK 300,000,000 ISK
Cynosural Suppression 20,000,000 ISK 280,000,000 ISK 600,000,000 ISK

Facts about the Upkeep System:

  • Corporations are billed for the strategic upgrades, which are installed in a system, regardless of their activity status. This means that if an Industrial Hub goes offline for some reason, the corporation responsible for paying the bill will still be billed for all of the strategic upgrades installed in it.
  • When a strategic upgrade is installed in an Industrial Hub, ISK will be deducted from the master division of the corporations wallet to cover the upkeep cost for the remaining days of the current ongoing billing period.
  • If an alliance loses sovereignty over a system due to the upkeep bill going unpaid (or for any reason for that matter), all Starbase (POS) structures within the system which require strategic upgrades will go offline.

Infrastructure System

Alliances can improve their infrastructure in systems which they hold sovereignty over. The first step the sovereign entity must take in order to this is to anchor an Infrastructure Hub (IH) at a planet within the system. Upgrades can then be installed within the IH, provided that the prerequisite Development Indices to install each upgrade have been developed.

Facts about the Infrastructure Hub:

  • An IH can only be anchored by members of a corporation, which owns the online TCU within the system. It takes one hour to anchor the structure and another hour to online it. Only one IH can be online in a system at any one time, and sovereignty must be claimed before it can be anchored.
  • The Config Starbase Equipment role is required for anchoring/onlining an IH. Both the Config Starbase Equipment role and the Station Manager role are required for offlining/unanchoring an IH.
  • Must be anchored at a planet; cannot share a planet with an outpost/conquerable station.
  • Infrastructure Hubs have a dual reinforcement time like stations. More information about this can be found under the Contesting Sovereignty section above.
  • An IH can be anchored and onlined in a system which does not contain any stations.
  • When an IH is unanchored, all upgrades, which have been installed in it, are destroyed. A warning to this effect is given when an attempt to unanchor the structure is made.
  • If a sovereignty holder loses sovereignty over a system for some reason while still possessing an IH within the system, such as due to the upkeep bill going unpaid, then the IH will go offline and it cannot be onlined until sovereignty is regained.
  • If criteria for having certain structures such as Capital Ship Assembly Arrays within a system is no longer met due to an IH being destroyed, then all such Starbase (POS) structures will go offline.
  • When an IH is invulnerable (same conditions like for stations), it is possible to target it, but not to damage it. This way the IH can be repaired, while it is invulnerable.

Development Indices

Development Indices measure activity in certain areas within a system. The indices are are measured in levels, on a scale of 1-5; the higher the index level, the greater the benefits given to the sovereignty holder in the form of additional infrastructure upgrades being available.

The three Development Indices are:

Strategic Index
The Strategic Index measures the amount of time during which sovereignty has been held over the system by the current sovereignty holder. The Index is measured on the following scale:

  • Level 1 = Sovereignty held for 7 days.
  • Level 2 = Sovereignty held for 21 days.
  • Level 3 = Sovereignty held for 35 days.
  • Level 4 = Sovereignty held for 65 days.
  • Level 5 = Sovereignty held for 100 days.

Military Index
The Military Index measures the amount of NPCs killed in a system.

Industrial Index
The Industrial Index measures the amount of ore mined within a system.

The Military Index and Industrial Index will decay at a steady rate of 25% of their current level per day, meaning that alliances must continue to be active in their space if they wish to retain their index levels. As the Strategic Index is not point based, but based on the total amount of time the system has been claimed, it does not decay like the other two indices, but neither is it conserved when the system changes hands.

Facts about the Development Indices:

  • The Military and Industrial indices are linked to activity within a solar system and are thus not affected directly by sovereignty transitions. In other words, these indices will persist at their current levels should sovereignty be lost, although they will decay at the normal rate.
  • The current index levels in a system can be seen by opening up the Infrastructure Hub Management Interface, or by checking the sovereignty dashboard for the system.
  • Indices do not increase if there is no online Infrastructure Hub present in a system.

Infrastructure Upgrades

Infrastructure upgrades are bought directly off the market from NPC market orders, and they can be installed in an IH to obtain various benefits for the system the IH is located in. In order to install an upgrade, a pilot must drag the upgrade module from his cargo hold on to the infrastructure upgrade list within the Infrastructure Hub Management interface. The available Infrastructure upgrades can be split into three categories according to the development index they are dependent on.

Facts about Infrastructure Upgrades:

  • Can be installed by players possessing the Station Manager role.
  • Can only be installed if the prerequisite Development Index level has been attained.
  • Can be installed while the Infrastructure Hub is reinforced
  • Military and Industrial upgrades come in five different levels, with the higher levels providing higher benefits than the lower ones. The lower level upgrades must be installed before the higher level ones can be installed.
  • Military and Industrial upgrades will only take effect after the next server downtime, strategic upgrades will be in effect immediately.
  • Strategic upgrades increase the upkeep cost for maintaining a system.

Strategic Upgrades

Strategic Upgrades allow alliances to anchor certain strategic structures in space. These structures can only be anchored at Starbases (POS's). Each strategic upgrade module comes in one level.

Supercapital Construction Facilities
This strategic upgrade opens up the option of anchoring/onlining Capital Ship Assembly Arrays and Capital Ship Maintenance Arrays at Starbases within the system. Eligible for installation in IHs within systems with a Strategic Index level of 1 or higher.

Cynosural Navigation
This strategic upgrade opens up the option of anchoring/onlining Cynosural Generator Arrays at Starbases within the system. Eligible for installation in IHs within systems with a Strategic Index level of 2 or higher.

Advanced Logistics Network
This strategic upgrade opens up the option of anchoring/onlining Jump Bridges at Starbases within the system. Eligible for installation in IHs within systems with a Strategic Index level of 3 or higher.

Cynosural Suppression
This strategic upgrade opens up the option of anchoring/onlining a Cynosural System Jammer at Starbases within the system. Eligible for installation in IHs within systems with a Strategic Index level of 3 or higher.

Military Upgrades

Military Upgrades allow alliances to increase the rate at which wormholes and combat exploration sites spawn in a system. Each military upgrade module comes in five different levels, each level further increasing the provided benefits.

Pirate Detection Array
This military upgrade adds per level a guaranteed number of at least four Cosmic Anomalies to a system, each of which will re-spawn instantly upon completion. A system will therefore be guaranteed to have at least twenty Cosmic Anomalies at all times with a Pirate Detection Array 5 installed (so long as the system's index remains at V as well).

Entrapment Array
This military upgrade increases the chance of DED complexes spawning within a system. Every level of the upgrade increases the chance of a higher level DED complex.

Quantum Flux Generator
This military upgrade increases the chance of Wormholes spawning within a system. Every level of the upgrade gives increased benefits compared to the lower levels.

Industrial Upgrades

Industrial Upgrades allow alliances to increase the rate at which hidden asteroid belts and mini-profession sites (Hacking, Archaeology) spawn in a system. Each industrial upgrade module comes in five different levels, each level further increasing the provided benefits.

Ore Prospecting Array
This industrial upgrade adds per level one guaranteed hidden asteroid belt to the system, each of which will re-spawn instantly upon completion (they have to be mined out completely, the daily downtime does not respawn the site or single asteroids). A system will therefore be guaranteed to have at least five hidden asteroid belts at all times with an Ore Prospecting Array 5 installed (and active) - so long as the system's Industry Index remains at 5 as well. Note that if a site is not completed, and it is allowed to manually de-spawn after 3-4 days (typical time frame) then a new site will not respawn until after the next downtime. This means that leaving a single asteroid in a site will cause it to not despawn, and potentially slow the respawn of a new site.

Survey Network
This industrial upgrade increases the chance of mini-profession (Hacking, Archaeology and Salvaging) sites spawning within a system. Every level of the upgrade gives increased benefits compared to the lower levels.

Sovereignty Dashboard

Players can access the Sovereignty Dashboard in order to see various information about the system/constellation/region they are located in. The Sovereignty Dashboard can be accessed by clicking the yellow „Sovereignty“ text in the top left corner of their screen:


The information displayed in the dashboard ranges from the current status of each of the Development Indices in the current system, to which alliances have recently lost/gained sovereignty in systems throughout EVE. The latter can be seen under the „changes“ tab of the Sovereignty Dashboard.



The release of Incursion 1.4 introduces important changes to the Sovereignty System and its potential benefits.

The reasons for the change were mainly - >
a)to create some ground for a more dynamic conflict environment, which is intended to lead to - >
b)more game balance, and as bonus it might help - >
c)to create an opening for newcomer alliances to gain foothold in the 0.0 regions.

Please note: You'll find more details relating to Sovereignty & Anomalies in INCURSION 1.4, and the reasons for dividing 0.0 space into individual systems according to their truesec values in [CCP Greyscale's DevBlog : THOSE ANOMALY CHANGES IN FULL].

For those in need of action ... on a larger scale

The incentive for competitiveness and upheaval of current system rule, is gained by the use of a system's "truesec value". To prevent any future critic: These system values have always been present in the background of the mechanics, but they've not been put to any practical use till now. This value provides an additional scale, against which the potential profit of system rule can be measured.

To sum it up: INCURSION 1.4 offers a 2nd way by which sovereign alliances can maximise the profits from their rule. Where you used to have:

1) the level of Military Upgrades determining spawn rate+quality = pay,
2) these are now influenced by the "truesec value" of the 0.0 systems as well.

Combining the two will have a considerable impact on the material gain - read: more ISK - an alliance stands to gain from its domination.


A sovereign alliance bent on maintaining its power within as well as its outward display, faces the question: How deep into 0.0 security regions are they prepared to go in pursuit of liquid capital (not the new makeshift cap ship)?

Or simply put: Why move at all? - Because the directive of the day is: The lower you go, the higher you'll rise. Maybe. If you have what it takes. Because the powers already present in 0.0 space will have to shift about somewhat, if they wish to maintain their standard of living so far, let alone increase it. How to do that? - Alliances will have to pay more attention to a feature, which has now been made visible in-game: The truesec value of their system.

These values are divided into 5 security bands to emphasise the difference between a 0.0 system that's actually a -1.0 or subzero one, and another one which is "merely" -0.0 or -0.2. For more detail on the security band concept and implemantation in Incursion 1.4, please see Greyscale's DevBlog on the subject (linked to in the above). These security bands will be readily visible in-game to players - albeit in rounded numbers, for example in the upper left side corner when in a system. Their meaning for the alliance members is clear: The lower your system's truesec value, the more you stand to gain from the completion of your system's spawned anomalies total.

Speaking of ISK: How much is more?

The fine-tuning of the truesec values adds a profit margin for the payout total ranging anywhere from 150,000,000 less, up to an additional 300,000,000 ISK for the completion of a system's entire anomalies. Please, note this means less or more than what alliances have been used to receiving until now.

Please note: The above is the approximate value of the payout sums. As per policy we cannot disclose accurate sums. The difference between the payout now and then, will gradually become more evident. Please, keep in mind that this is a new feature. It may change at any point, depending on the consequences of its use over some amount of time.

See Also