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.
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.
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.
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.
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.
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.
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:
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:
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:
Facts about the Development Indices:
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:
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
Advanced Logistics Network
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
Quantum Flux Generator
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
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.
INCURSION 1.4 - SOVEREIGNTY, ANOMALIES AND SOME
The release of Incursion 1.4 introduces important changes to the Sovereignty System and its potential benefits.
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:
Combining the two will have a considerable impact on the material gain - read: more ISK - an alliance stands to gain from its domination.
TRUESEC VALUES - HOW LOW CAN YOU GO?
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.
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