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Sovereignty guide

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Alliances can claim sovereignty over solar systems, which provides them with protection for Outposts located within them. In turn, having sovereignty over a system enables alliances to build up and improve the infrastructure within the system with the usage of Infrastructure Hubs.

Player alliances can claim sovereignty over systems in 0.0 space which are not claimed by any entity yet, or they can contest another alliance‘s sovereignty claim. It is not possible to contest an NPC entities sovereignty claim over a system, be it in Empire space or in 0.0 space.


Sovereignty Mechanics

The mechanics regarding sovereignty are rather simple; the entity which possesses an online Territorial Claim Unit in a system has sovereignty over that system. Good understanding of the nuances of the sovereignty mechanics can be a good asset when considering to take over a system.

Claiming Sovereignty

In order to claim sovereignty over a system, an alliance must anchor a „Territorial Claim Unit“ (TCU) structure within 300 AU from the sun in a system. When this structure is online, the alliance which the corporation which launched the structure belongs to will solidify their position as the sovereign entity over the system.

Facts about the Territorial Claim Unit:

  • Anchoring takes five minutes. Onlining takes 8 hours. Anyone with the Config Starbase Equipment role can anchor/online this structure on behalf of an alliance.
  • A TCU can be anchored anywhere within 300 AU from the sun in a system with the exception of within 50 KMs of the control tower of a POS. A beacon is visible on every players overview leading to the TCU, when it is anchored/online in a system.
  • The structure is vulnerable to attacks while it is in the „anchoring“, „anchored“ and „onlining“ states. An online TCU is invulnerable unless both of the following conditions are fulfilled:
    • Sovereignty Blockade Units are anchored and onlined at more than 50% of the gates in the system.
    • The sovereign entity over the system does not possess an Outpost/Conquerable Station nor an online Industrial Hub within the system.
  • A TCU can be anchored in a system when sovereignty is being contested. It cannot be onlined if Sovereignty Blockade Units are present at 51% or more of the gates in the system.
  • If the corporation which anchored the TCU on behalf of their alliance leaves the alliance, the TCU will go offline.
  • An upkeep bill is issued to the corporation which anchored the TCU during the onlining period. If this bill has not been paid when the TCU is due to go online, it will instantly go offline and sovereignty will not be claimed. The TCU will have to be onlined again and the bill promptly paid in order for sovereignty to take hold.
  • Both the Station Manager role and the Config Starbase Equipment role are required in order to be able to offline or unanchor a TCU.
  • The CEO and the directors in the corporation, which launched the TCU, can transfer ownership of it to another corporation within the same alliance. This can be done from an option in the right click menu for the structure. All open upkeep bills have to be paid before the transfer is possible. Ownership of the Infrastructure Hub within the system (if present) will be automatically transferred at the same time.

A TCU:

ClaimMarker.png

Contesting Sovereignty

In order to contest another alliances claim over a system, Sovereignty Blockade Units (SBUs) must be anchored and onlined at more than 50% of the stargates within the target system. Once SBUs have been onlined in this manner, any stations/infrastructure hubs within the system will become vulnerable to attack. When the sovereignty holder no longer possesses a station nor an IH within a system containing onlined SBUs at more than 50% of the stargates within the system, their TCU will become vulnerable to attack. Once the TCU is destroyed, Sovereignty will transition to a neutral state, and the next entity to successfully online a TCU within the system will conquer it.

Hint: Sovereignty transitions in real time, and can only transition from a claimed state to a neutral state or vice versa. It cannot transition from „Claimed by Alliance A“ to „Claimed by Alliance B“.

Facts about Sovereignty Blockade Units:

  • Anchoring takes five minutes. Onlining takes 3 hours. Anyone with the Config Starbase Equipment role can anchor/online this structure on behalf of an alliance.
  • Anchored SBUs can be onlined by anyone, who has the Config Starbase Equipment role, regardless of their alliance affiliation. The SBU will change ownership to the corporation of the pilot, who onlined the SBU.
Example: If Corp A belonging to Alliance A anchors but does not online an SBU at a gate, a member of Corp B belonging to Alliance B, which has the Config Starbase Equipment role, can come and online it.
  • SBUs are visible on every players overview once they are anchored.
  • The structure must be anchored between 30KM to 150KM from a stargate.
  • It does not matter who launches the SBU; an alliance can even disrupt their own sovereignty claim by onlining SBUs in their own system.
  • SBUs are vulnerable to attack at all times, with the following exception:
    • When all structures within a system, which SBUs were causing to be vulnerable are in reinforced mode, all SBUs within the system will enter parallel reinforcement mode along with those structures. As soon as any of these structures come out of reinforcement mode, the SBUs will become vulnerable once more.
  • If the amount of stargates within a system covered by an online SBU falls below 51% at any point during system conquest, the defender will be considered as having successfully defended their system and vulnerable structures (Stations/Industrial Hubs/TCUs) will become invulnerable once more.
  • SBUs can be onlined by a cloaked ship.
  • Once online, an SBU may be offlined again by any member of the owning alliance/corporation who has the "config Starbase Equipment" role in his own corporation

Outposts/Conquerable Stations

Stations are provided with protection in the form invulnerability when held by the sovereign entity over the system in which they are located. The invulnerability is broken should SBUs be anchored at more than 50% of the stargates within the system, but additional protection is still provided in the form of dual reinforcement timers in the case of this happening.

Stations only have reinforcement timers, when the station holder has sovereignty. If someone other than the station holder has sovereignty, or if sovereignty is neutral, then they are vulnerable to attack without SBUs being anchored at more than 50% of the stargates within the system.

  • Outposts/Conquerable Stations have a dual reinforcement timer, one for shields and one for armor. The reinforcement timers work as follows:
    • Once an outpost/conquerable station reaches 25% shield hitpoints, it goes into reinforcement mode. During reinforcement mode, the station is invulnerable to attacks and cannot be remotely repaired. It will come out of reinforcement mode at 0% shield hitpoints.
    • Once an outpost/conquerable station reaches 50% armor hitpoints, it goes into its second reinforcement mode. It will come out of reinforcement mode at 25% armor hitpoints.
    • Once an outpost/conquerable station reaches 0% structure hitpoints, the ownership of the station changes over to the corporation, which the last player to damage the station belongs to.
  • Players with the Station Manager role can set a desired reinforcement exit time for the station. Once put into reinforced mode, a station will become invulnerable until the next time this desired reinforcement exit time comes up, plus 48 hours. An uncertainty value of +-3 hours is then added on top of this.
Example: "Desired reinforcement exit time is set to 18:00. The station goes into reinforced mode at 19:00. The starting value is therefore 23 hours. 48 hours are added to that value totaling up to 71 hours. A random value between 3 and -3 is then added to that value, meaning that the station will come out of reinforced mode anywhere between 68 and 74 hours from when it was put into reinforced mode.“
  • If no reinforcement exit time is specified, it defaults to 12:00 EVE time (noon).
Reinforcementexittime.png
  • A few minutes after a station is captured, its Structure and Armor hitpoints will be healed completely.
  • When a station is invulnerable, it is possible to target it, but not to damage it. This way the station can be repaired, while it is invulnerable. A station will transition to an invulnerable state when both of the following conditions are fulfilled:
    • The station owner holds Sovereignty in the system.
    • The system is not vulnerable (less than 51% of the gates in the system have an online SBU).

Infrastructure Hub

As Infrastructure Hubs must be destroyed by the attacker when conquering a system in order for the TCU to go vulnerable, they are provided with similar protection as outposts/conquerable stations are.

  • Infrastructure Hubs are invulnerable to attacks unless SBUs have been anchored at more than 50% of the gates in the system.
  • Infrastructure Hubs have a dual reinforcement timer like stations. A desired reinforcement exit time can be entered by the CEO and all directors within the corporation, which anchored it, through the Infrastructure Hub Management interface. Once put into reinforced mode, an IH will become invulnerable until the next time this desired reinforcement exit time comes up, plus 24 hours. An uncertainty value of +-3 hours is then added on top of this.
  • Upgrades can be installed when an Infrastructure Hub is in reinforcement
Example: "Desired reinforcement exit time is set to 18:00. The station goes into reinforced mode at 11:00. The starting value is therefore 7 hours. 24 hours are added to that value totaling up to 31 hours. A random value between 3 and -3 is then added to that value, meaning that the station will come out of reinforced mode anywhere between 28 and 34 hours from when it was put into reinforced mode."
  • The reinforcement timers for IH work as follows:
    • Once an IH reaches 25% shield hitpoints, it goes into reinforcement mode. During reinforcement mode, the Infrastructure Hub is invulnerable to attacks and cannot be remotely repaired. It will come out of reinforcement mode at 0% shield hitpoints.
    • Once an IH reaches 50% armor hitpoints, it goes into its second reinforcement mode. It will come out of reinforcement mode at 25% armor hitpoints.
    • Should the defenders be able to remote repair either the shields or the armor following the IH exiting reinforced mode, the structure will re-enter the respective reinforcement mode (shield/armor) when it reaches the right value again.
  • When an IH reaches 0% structure hitpoints, it is permanently destroyed (including all installed upgrades).

Benefits of Sovereignty

There are various benefits for holding sovereignty over a system. These are listed below:

  • Protection is provided for the system. Without sovereignty, stations are vulnerable to attack at all times, even when SBUs have not been anchored at gates within the systems. Stations will also not have protection in the form of reinforcement timers if the station holder is not the sovereign entity over the system.
  • The ability to set up an Infrastructure Hub in the system is obtained. This in turn allows an alliance to greatly improve the infrastructure within the system as well as opens up the possibility for anchoring advanced Starbase structures such as Capital Ship Construction Arrays and Jump Bridges in the system.
  • 25% less fuel is consumed by Starbases anchored in the system by corporations belonging to the sovereignty holding alliance.
  • Bragging rights! The system is displayed as belonging to the sovereign entity on the in-game starmap.
Please note: It can take up to an hour for the Starmap to update to reflect the new owner of a system once it is claimed

Upkeep System

Alliances must pay upkeep in order to maintain their sovereignty claim over a system. Each system is on a distinct 14 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.
HubInterface.jpg

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:

SovDashboardlink.png

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.

SovDashboard.png


INCURSION 1.4 - SOVEREIGNTY, ANOMALIES AND SOME

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.


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.

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