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  • Equinox Sale: PLEX for Less
    published on June 13th, 2024 at 02:15 PM

    Creative capsuleers,

    The Equinox expansion is out now, with a plethora of new opportunities for wealth accumulation, power consolidation, and the shaping of sovereign space. For a limited time, capsuleers can save up to a whopping 30% on PLEX packages – that’s the deepest PLEX discount ever! You can spend your PLEX to create and sequence amazing SKINs for your fleet or organizations in the SKINR tool, or to make purchases in the NES or the new Paragon Hub.

    From now until 23:59 UTC on 19 June you can get these amazing deals in the store:

    • 1,000 PLEX - 25% discount

    • 1,500 PLEX - 25% discount

    • 3,000 PLEX - 28% discount

    • 6,000 PLEX - 28% discount

    • 12,000 PLEX - 30% discount

    • 20,000 PLEX - 30% discount

    Now is the chance to start your design empire, shape sovereign space to your image, or simply build your war chest, with your new cache of PLEX. Make sure you take advantage of these amazing discounts before it’s too late.


  • Patch Notes - Version 22.01
    published on June 13th, 2024 at 02:15 PM


    The following page will list patch notes for all updates within this release (Version 22.01). We invite you to join the player discussion about the content of this release on EVE Online forums:

    Initial Release Date: 2024-06-11 Last update: 2024-06-13

    🤝 - Indicates a change inspired by the player's feedback or suggestions.

    Patch Notes For 2024-06-13.1

    Features & Changes:

    Missions & NPCs:

    • Adjusted the Infested/Shielded starbase escalation’s Forcefield and Control Tower Signature Radius from 1000m to 32000m so that all capital weapons (Such as T2 XL Torpedo’s and close-range heavy fighters will now be able to apply full damage).

    Science & Industry:

    • Blueprints for the Metenox Moon Drill are now available in all Upwell Consortium Member Corporations for 6 billion ISK.

    • Metenox Moon Drills can now be bought and sold on the market.

    • Skyhook Blueprints now get benefits for manufacturing from engineering complex structure rigs that provide bonuses to structures, such as the Standup XL Set Structure and Component Manufacturing Efficiency I rig.


    🤝 Further tweaks based on player feedback.

    • Carriers:

      • Conduit jump fuel cost per LY reduced from 21,000 to 3,000.

    • Squall:

      • Powergrid Output increased from 215 to 250.

    • Deluge:

      • Powergrid Output increased from 180 to 190.

    • Torrent:

      • Powergrid Output increased from 230 to 265.

    Defect Fixes:

    Corporation Window:

    • Bulletins now show in the Corporation Window for all members of the corporation.


    • Standup Fighters will now function again.

    • As a side effect of rolling back a change, Standup Fighters can no longer be included in the Infrastructure Hold, we’re working on getting a fix for this in the coming week.


    • Fixed icons for Metenox Moon Drill and Avalanche wrecks.

    Homefront Operations:

    • Homefront Operation sites will now periodically check if the current owner is within the combat area and reassign ownership if not.

    New Player Experience:

    • Added missing highlights and blinks.

    User Interface:

    • Fixed an issue where the filters for Power and Workforce in the Colony Resources section of the Agency did not work.

    • The input fields for Power and Workforce filters in the Colony Resources section of the Agency have been made larger so that four digit numbers can now be easily read.

    • The SKINR Collection will now load all design components correctly in languages that use non-ASCII characters (ie. Chinese, Japanese, Korean, and Russian).

    • The PLEX icon in the SKINR Studio is no longer overlapped by the price text.

    • The SKIN Name text in the SKINR Studio is no longer cut off at various UI scaling settings.

    • Opening the Design Components page in the Market will no longer cause an FPS drop.

    • Fixed an issue preventing inventories from loading in stations/structures with Asset Safety containers.

    • Fixed incorrect padding between items in inventory windows.

    Patch Notes For 2024-06-12.1

    Features & Changes:

    Air Daily Goals & Reward Track:

    • When clicking on a milestone in the Air Opportunities window the players will be sent to AIR Daily Goals page.


    • Counter-Insurgency Sentry Guns have had a 30 day decay timer added to them, so they will now disappear after 30 days from being deployed. Existing ones will also disappear after 30 days from now if they aren’t destroyed by players.

    Login Rewards:

    • Until June 20th a special set of Expansion login rewards will be available for players who log on. Rewards include Sequence Binder Welcome package and components for SKINR Ship Personalization, up to 200K skill points, and boosters.


    • The new navy fighters will now appear in the faction and storyline drop down section for the market.

    Science & Industry:

    • Reduced the amount of Serpentis Modified Capital Microprocessors from 1,500 to 75 for the Vendetta.

    • Magmatic Gas has had it’s volume adjusted from 1.5m3 to 0.1m3.


    The Upwell Haulers were a little too strong if they were fit for max tank (ignoring the missile bonus completely), so we’re rebalancing them by bringing their powergrid and CPU requirements closer to existing ships in their class, and giving them a huge fitting reduction bonus to medium missile launchers.

    • Added a new role bonus to the Squall, Deluge and Torrent: 90% reduction in heavy missile launcher, heavy assault missile launcher and rapid light missile launcher powergrid and CPU fitting requirements.

    • Squall

      • Powergrid Reduced from 400 to 215

      • CPU Increased from 380 to 395

      • Base price adjusted so it no longer insures for more than the build cost.

    • Deluge

      • Powergrid Reduced from 430 to 180

      • CPU Reduced from 400 to 300

      • Agility increased from 0.51x to 0.59x

    • Torrent

      • Powergrid Reduced from 460 to 230

      • CPU Reduced from 420 to 305

    • It is now possible to put Standup Fighters, Upwell Structure ammo and bombs inside the infrastructure hold of the Upwell Hauling ships (Squall, Deluge, Torrent and Avalanche)

    • It is now possible to scoop deployables and structures directly to the infrastructure hold of the Upwell Hauling ships.

    Structures & Deployables:

    • The Maximum deployment range for upwell structures around Sovereignty Hubs has been increased from 1,000km to 10,000km.

    User Interface:

    • Added a ‘Create Skill Plan’ button to the Confirm Skill Purchase window that pops up after clicking the new ‘Buy and train’ button for required skills.

    Defect Fixes:

    Air Daily Goals & Reward Track:

    • The glow around Omega rewards is now in sync after hovering the icons in the Daily Goals tab for Alpha players.

    • The Reward Track and / or Daily Goals are now showing up when first opening the Air Opportunities Homepage.

    • Claim All button is now visible in the Daily Goals Reward Track page after completing one Daily Goal.

    • Claim All button no longer reappears after being used.

    • The Reward Track’s milestone for SP is now showing correct information.


    • SFX for the Metenox Moon Drill now triggers and loops properly.

    Corporation Projects:

    • Corporation Window no longer displays duplicated Offices in “My Corporation”.


    • Long-Range Heavy Fighters can now use their Micro Jump Drive ability again.

    • Mobile Micro Jump Units are functional again.


    • Molok material maps have been intentionally adjusted (less metallic veins on the ship).

    • Some ships now have 3 customization slots in the SKINR instead of 4:

      • Triglavian ships

      • Bane

      • Rhea

      • Charon

    • Pattern settings are now carried over when selecting a new hull within the SKINR (mirroring, pattern display toggle).

    • Structure SKIN is now displayed correctly in the fitting window.

    • Alphabetical filtering in the SKINR is no longer case sensitive.

    • Quantity of activated and unactivated SKINs is now updated after activating a SKIN from the SKINR Collection.

    • Temporary SKIN license is no longer active on boarded ship after expiring.

    • Sequencing in Progress count now updates correctly after starting a sequencing job in the SKINR Studio.

    • Sequencing max jobs count now updates immediately in regards to skill levels.

    • 3D ship preview in SKINR resets to active ship after using “Complete Now” on sequence job.

    • Pattern display toggle updates correctly for 3 slot ship configurations in the SKINR Studio.

    • Create New Design resets to active ship after viewing a design for another hull.

    • SKIN icon cards no longer appear with black background as it did for some.

    • Activating a SKIN license from the Collection no longer reloads the entire Collection.

    • Fitting Window Personalization tab optimized to load quicker when loading custom SKINs.

    • Correct description added for the Batch Sequencing skill in the Show Info window.

    • Correct highlighting appears on stack of unactivated SKIN licenses when a copy was previously activated from the stack.

    • Limited Metallic Nanocoatings are referred to correctly in Show Info window.

    • SKINR instantly updates with account clone state changes.

    • There is now indication in the SKINR Collection when one SKIN license is activated from a stack of multiple licenses.

    • Expandable panels no longer overlap Customization Slot and Back button in SKINR Studio on smaller window sizes.

    • Studio page optimizations to handle situations after many Sequencing in Progress jobs are running and interacting with UI.

    • Ambient traffic no longer appears outside of an unanchored Skyhook.

    • Fixed an imbalance in the beam brightness on the Skyhook's lower platform.

    • Cleaned up floating lights and z-fighting on the Skyhook wreck.

    • Restored missing decals on the Cyno Beacon.

    • Metenox Moon Drill now has collision.

    • Mining beam no longer disappears when warping away from Metenox Moon Drill and returning.

    • Fixed clipping issues and floating lights on Metenox Moon Drill.

    Ship Tree:

    • The Ship Tree’s ship group icon tooltips will now work correctly when the required skill(s) is only trained with Expert Systems.

    • The Neocom Ship Tree icon will no longer start to blink again after viewing a ship unlock in the Ship Tree’s ‘New Unlocks’ section.

    User Interface:

    • The Agency page for Colony Resources will now show results when opening for the first time and after pressing the ‘Reset All’ button. Also, the sorting of the results is now correct when using the filters.

    • Fixed an issue that prevented the Show Info window for stars to show correctly.

    • Faction names are no longer bleeding out of their Ship Tree info box on some UI Scaling settings.

    • The ‘Add all skills to Skill queue’ button now correctly does not appear after completing the ‘Buy and train’ flow in the Mastery tab of a ship’s Information window.

    • Packaged items now display their correct volume per unit in the on-hover tooltip and elsewhere.

    Patch Notes For 2024-06-11.1

    The Equinox expansion is out!

    Full overview of the contents of the expansion can be found here: Equinox Expansion Notes!

    Additionally, for those interested in seeing the values for Power, Workforce and Reagents for all the nullsec systems in New Eden + SOV upgrade costs, you can download a spreadsheet with all that juicy info here: Equinox System Resource Data!

    Features & Changes:


    • FREE 7 Days Omega is back until 20 June.

    • 🤝 Added Mining Drone Operation III skill to Mining Barge Operations Expert System.

    Defect Fixes:


    • The Triglavian Encryption Methods skillbook was incorrectly giving a 1/30 bonus per level to invention success chance, rather than 1/40 like all other Encryption Method skillbooks. This has been corrected.

      • The result is that all triglavian tech II ships and modules will now have slightly lower invention success chances.

    • Hornet EC-300’s will now appear as being unlocked by Electronic Warfare level IV when looking at the Electronic Warfare skill show info window.

    Homefront Operations:

    • Logistics NPCs within Abyssal Artifact Recovery sites will no longer become inactive after their initial spawn.

    • Info Panel objectives will now appear correctly if the character is already within a site on log-in.

    • Prevented some environmental objects within Metaliminal Mining sites from appearing within the wrong weather type.

    • Fixed a rare issue causing some Metaliminal Mining sites to appear without an asteroid present.

    • Fixed a rare issue that could cause the Drifter Battleship to appear when first entering an Abyssal Artifact Recovery site.

    • Triglavian Battleships within Abyssal Artifact Recovery sites now use correct turret duration and HP values.

  • The Equinox Expansion is Now Live
    published on June 11th, 2024 at 02:15 PM

  • Save Big on Equinox Era Pack
    published on June 10th, 2024 at 02:15 PM

    Greetings capsuleer,

    The Equinox expansion is out now, ushering in a new era of control, creativity, and more colorful warfare than ever before. The introduction of SKINR for ships brings a new hue to New Eden, new Upwell structures and ships provide the opportunity to shape space to your image, and new goals and corp projects promise more action than ever before.

    To make the most of the new tools, a new pack is now on offer on Steam and in the EVE Store. It includes 14 days Omega, 50 PLEX, one Standard “Boost” Cerebral Accelerator, one Core Ship Operations Expert System, and some limited design elements for the new SKINR for ships. This pack is only available until 20 June, so act fast!

    The Equinox Era pack contains:

    • 14 days Omega time

    • 50 PLEX

    • 1 Standard “Boost” Cerebral Accelerator

    • 1 Core Ship Operation Expert System

    • 6 Limited Nanocoatings

      • Azure Skies (gloss) - Steam

      • Electric Dreams (matte) – EVE Store

    • 3 Limited Metallic

      • Silver Rose Metallic - Steam

      • Sefrim Gold – EVE Store

    • 3 Limited Pattern

      • Data Fragmentation – Steam & EVE Store

    Don’t miss your chance to hit the Equinox Era at warp speed with this amazing deal.


  • Thrilling Dynamics: New Equinox Details
    published on June 8th, 2024 at 02:15 PM

    Thrilling capsuleers, 

    The Equinox expansion is only days away, and new additions are still being announced, the latest including new fleet dynamics, visual enhancements, balance updates, and more. These were among the exciting topics discussed in the recent Directors’ Chat, where CCP Burger and CCP Rattati and guests went over some of the things to look forward to when the expansion launches on 11 June, read on for exciting, previously unannounced news or more details read the in-depth patch notes

    Embrace the Thrill 

    New Eden continues to evolve with updates that bring more rewards and risks to daring capsuleers. In Pochven, some community-requested quality-of-life changes have been made to the Observatory Flashpoints, while changes to Incursions provide ample time to prepare and engage in combat. The Triglavian Collective now targets only pilots with negative standings in minor victory systems, making travel safer for most while maintaining the thrill of combat for the brave. 

    Triglavian - Image

    Homefront operations have been enhanced to foster balanced competitive gameplay. The first pilot to activate the acceleration gate claims ownership, forcing others outside their fleet to face a suspect timer and additional risks. Empire faction cruisers are now barred from gate access, and the payouts have been adjusted to promote more group activity. 

    Wormhole space also sees significant changes in class 5 and class 6 cosmic anomalies and signatures. Escalation waves will now despawn if capital ships leave the site or stray beyond 100km of the warp-in point, meaning that they must remain on the field to trigger valuable drifter escalations, thus adding an element of risk for greater rewards. This update brings back the excitement of capital ship engagements, reminiscent of the early days when these sites required capitals to run effectively. Capsuleers can now choose their level of risk, with rewards scaling accordingly, promoting more dynamic and thrilling encounters in wormhole space. 

    Worm hole - 1

    Master the Art of Production

    Manufacturing will also see significant improvements. Reductions in build materials for Vendetta and Vehement ships, the CRAB beacon, and Tech II capital guns make production faster and more efficient. Genetic Mutation Inhibitors will get a new skill point requirement, Mutagenic Stabilization, which makes its build time closer to that of other components and adds new depth to the crafting process. Ship blueprints will now be exclusively available from Loyalty Point (LP) stores, promoting a thriving manufacturing economy and encouraging capsuleers to become master craftsmen, driving the market and the universe of New Eden forward. Furthermore, Neurolink Conduits will no longer be required for pirate ship blueprints and replaced with new materials that will be available in relevant Pirate LP Stores. 

    The Almighty Boosh

    Since the Uprising expansion, the capital meta has been looking ever healthier, with dread brawls becoming more and more common, specifically in lowsec. There is great interest in making sure that the capital meta continues to evolve, giving you new tools, new tactics, and new challenges to master. Equinox is all about adding new dimensions to space, making it logical to add a new dimension to capital warfare. 

    Capital jump - Carrier changes

    Carriers will now be able to fit a pair of new modules: the Capital Micro Jump Field Generator (CMJFG) and the Capital Micro Jump Drive. These modules have a whopping 250km of range, allowing carriers to dictate the breadth of the battlefield. The CMJFG will be able to move 50 subcapital ships and 4 capital ships within a system - and yes, that includes capitals in siege/triage. Additionally, Equinox introduces conduit jumping for carriers, empowering them to transport up to 30 subcapital ships between systems, directly into the heat of battle. This game-changing feature will enable smaller alliances to swiftly mobilize their forces and execute strategic maneuvers previously reserved for larger entities equipped with titans. 

    To ensure that carriers have a role outside of the large set-piece battles, they’ll also have a new innate ability: conduit jumping. With new objectives in space for the nomadic and raiding playstyles, the aim is to ensure that groups have more tools at their disposal. While fielding a carrier is a significant step up from a black-ops drop, the variety of doctrine choices – along with the new CMJFGs – will be a powerful new tool. 

    Accompanying these changes are twelve new faction light and support fighters, each boasting significant resilience compared to their Tech I and Tech II counterparts. These fighters trade off some firepower and electronic warfare strength for durability, providing new tactical options for capsuleers. Blueprint copies for these new fighters are now available exclusively in empire Factional Warfare militia LP stores. 

    As the prevalence of navy dreadnoughts has increased, their enhanced durability posed a challenge for Titans to maintain their battlefield dominance. To ensure that Titans remain potent threats, capable of countering the sturdier navy dreadnoughts, the Doomsday weapons on Titans have been enhanced, now dealing a formidable 3 million damage with max skills.  

    Stunning Visual Enhancements

    The expansion will significantly upgrade New Eden's visual experience. All planets are getting new stunning high-resolution textures, enhanced shaders, and dynamic elements that bring them to life like never before. Upwell Citadels, including Athanor, Tatara, Raitaru, Azbel, and Sotiyo, will see lighting overhauls to enhance their visual appeal. Bomb effects will also receive updates, delivering a more modern and impactful visual representation that will enhance gameplay readability and immersion. Distinct effects for different bomb types ensure that every explosion is not only powerful but also visually informative. Did someone fire off the wrong type of bomb? Now it’ll be easier to tell who to blame! 

    This update brings a new level of detail and vibrancy to the universe, making every corner of New Eden more captivating and immersive. 

    Get Ready for Equinox

    A new era for New Eden is dawning with Equinox, now mere days away. The expansion promises to transform the cluster, offering thrilling new challenges, customization options, breathtaking visuals, and strategic opportunities for all capsuleers. Get ready to seize control on 11 June! 


  • Equinox: Expansion Notes
    published on June 7th, 2024 at 02:15 PM

    Hello spacefriends! 

    The Equinox expansion is just around the corner, arriving at 11:00 UTC 11 June! As with previous expansions, we are delivering the patch notes early so you can absorb everything that's coming. We invite you to join the player discussion about the content of this release on the EVE Online Discord and the EVE Online Forums

    Expansion Notes 22.01 - EVE Online: Equinox

    Nullsec Sov Changes

    The Equinox expansion introduces significant updates to nullsec sovereign space, with Upwell structures, notably the Orbital Skyhook, Sovereignty Hub, and Metenox Moon Drill.

    Orbital Skyhooks, replacing Customs Offices, will be essential for extracting new resources like Power, Workforce, and Reagents from planets. However, this also introduces a new vulnerability as some of these structures can be hacked, and all of them can be destroyed by players, creating new opportunities for conflict and resource theft. Furthermore, their presence attracts pirate attention, adding another layer of risk.

    The Sovereignty Hub replaces existing territorial structures and introduces upgrades to enhance player-controlled nullsec systems. These upgrades offer strategic choices for specializing controlled systems, leading to territorial conflicts and dynamic gameplay. For instance, the Pirate Detection Array upgrade can reveal high-value combat sites with escalation potential, while other upgrades unlock hidden ore deposits. Additionally, the Metenox Moon Drill, a new deployable structure, allows automated moon mining in lowsec, nullsec, and wormhole space, opening up resource opportunities for smaller groups and creating new targets for aggressors.

    Orbital Skyhook


    Replacing the Customs Office, the Orbital Skyhook takes the form of an anchor, and will be required to extract resources from planets. It not only replaces but retains the functionality of the Customs Office as a resource interface for planetary industry, but also enables the extraction of new colony resources introduced with Equinox. Skyhooks can be attached to all planet types, but only within player-owned sovereign nullsec space, and only one can be placed in orbit of each planet.

    New Resources
    • Power - Power is provided by the sun, with larger blue suns giving the most power, and small orange suns giving the least power, it is also provided by gas, storm and plasma planets. Power cannot be moved and is local to the solar system.

    • Workforce - Workforce is provided by the working population available on suitable planets, which are barren, oceanic and temperate planets. Workforce can be imported and exported via the Sov Hub through different solar systems that the same alliance controls, as long as the systems are directly connected together.

    • Reagents - Reagents come from ice and lava planets and have to be manually collected and moved.

      • Magmatic Gas - Is provided by lava planets and is used to fuel the Metenox moon drill, as well as the Cynosural Navigation (Pharolux cyno beacon) and the Cynosural Suppression (Tenebrex cyno jammer) upgrades.

      • Superionic Ice - Is provided by ice planets and is used to fuel the Advanced Logistics Network (Ansiblex Jump Gate) and the Supercapital Construction Facilities upgrades.

    • Take Access to the Reagent Bay is governed by an ACL on the Skyhook, which can be set by players with the Station Config Manager role, Directors or the CEO of a corporation.

    • Immature Reagents will be produced over time from Skyhooks anchored at lava and ice planets, and will slowly become mature, at which point they can be extracted by players. Skyhook maturation yield will gradually improve over time as their immature bay fills up. If a Skyhook is stolen from, then the thief will steal 40% of both the immature and mature bay contents and will destroy the rest. This loss resets the improved ramping maturation yield, making defending Skyhooks important.

    • Reagents can be stolen by linking to the Skyhook Reagent Silo which is present at Skyhooks that are harvesting reagents from ice and lava planets. To link to a Silo, players will need to shoot it to below 10% Shield HP first, and then will need to link to it using a ship which is cruiser sized or larger including Capital ships but excluding Freighters and Jump Freighters. While linked, players cannot warp, use micro jump drives, cloak or tether, and their maximum velocity is capped at 1000m/s. Additionally, starting a theft on a Skyhook Silo will send a notification to all players in the solar system, and after 2 minutes, all pilots 1 jump away, and finally, after 5 minutes, an additional notification to all pilots within 2 jumps. After 10 minutes have passed, the theft will succeed, and a cargo bay will eject loot from the Silo for anyone to collect.

    • The Orbital Skyhook has a single reinforcement cycle, with similar hitpoints, resistances and damage cap to existing upwell medium structures, such as the Raitaru and Athanor.

    • Corporations who own a Customs Office at a planet can replace it with a Skyhook by going to their Customs Office and deploying a Skyhook. The Customs Office will then be replaced with a Skyhook and all the PI commodities inside the custom office will automatically be transferred into the Skyhook.

    • If a corporation wants to deploy a Skyhook at a planet which contains another corporations Customs Office, they will need to destroy the Customs Office before they can deploy a Skyhook.

    • Pirate Asteroid Belt NPCs can show up at Skyhooks.

    • Blueprint Originals for the Skyhook can be obtained from all Upwell Consortium corporation member NPC stations for an ISK cost of 5.5 billion ISK.

    For those interested in seeing the values for Power, Workforce and Reagents for all the nullsec systems in New Eden + SOV upgrade costs, you can download a spreadsheet with all that juicy info here: Equinox System Resource Data!

    skyhook ice 03

    Orbital Skyhook Input Material Requirements:

    Structure Construction Parts


    Structure Storage Bay


    Structure Reprocessing Plant


    Structure Office Center


    Structure Acceleration Coils


    Sovereignty Hub


    A new modular structure that is dedicated to governing a star system and the colonies and infrastructure it contains. The Sovereignty Hub will be the center of operations for capsuleer alliances for the control of nullsec systems.

    • The Sovereignty Hub is placed around the star in a system and is the central location for installing and managing sovereignty upgrades. Authorized capsuleers can interact with the Sovereignty Hub to allocate colony resources to installed upgrades.

      • On expansion day, all existing Infrastructure Hubs will be replaced with the new SovHubs graphics, name and description, and their location will automatically be moved 2,000,000km from the sun.

    SovHub prob4

    Territorial Claim Unit

    • TCUs will continue to represent the legacy claim in a system that hasn't yet had a Sovereignty Hub deployed, or where the IHub hasn't yet transitioned.

    • New TCUs can no longer be deployed or captured if they were previously deployed but not captured.

    • Any ongoing TCU campaigns will be cancelled.

    • TCUs can no longer be targeted by entosis and so cannot be used to remove a claim.

    • Instead, an attacker must usurp the claim by capturing the Sovereignty Hub in the system.

    Sov Upgrades

    SovHub Upgrades
    • Sovereignty Upgrades provide the primary use for the new Colony Resources: Power, Workforce, and Reagents, as Colony Resources are required to online these upgrades.

    • All of the Sov Upgrades BPOs for the Sov Hub in the new Sovereignty mode will be available for purchase on the market on expansion day and can be built ahead of time.

      • They will not, however, be able to be installed or functional until the Sov Transition is enabled on 20 June 2024. - more on that later in the blog.

    Sov ui 02

    List of Sov Upgrades

    New Mining sites that the Prospecting Arrays can provide

    • Veldspar Deposit - Contains an abundance of Veldspar.

    • Mordunium Deposit - Contains a new ore Mordunium that is abundant in Pyerite.

    • Kylixium Deposit - Contains a new ore Kylixium that is abundant in Mexallon and contains amounts of Tritanium and Pyerite.

    • Griemeer Deposit - Contains a new ore Griemeer that is abundant in Isogen and Tritanium.

    • Nocxite Deposit - Contains a new ore Nocxite that is abundant in Nocxium and contains amounts of Tritanium and Pyerite.

    • Hezorime Deposit - Contains a new ore Hezorime that is abundant in Zydrine and contains amounts of Tritanium and Isogen.

    • Ueganite Deposit - Contains a new ore Ueganite that is abundant in Megacyte and Tritanium.

    These new Ore Deposits will not require new skills to mine.

    Undiscovered Asteroid Belt Escalation

    • Additionally, players completing any of the above asteroid belts have a small chance to get the first ever mining escalation! This site contains a massive amount of all types of Ore.

    Forsaken Sanctum

    A set of new more challenging and rewarding combat anomalies have been added and are exclusively available through the new Major Threat Detection Array upgrades at the Sovereignty Hub. These sites are known as Forsaken Sanctums for the main pirate factions, and Teeming Drone Hordes for the Rogue Drones.

    • These new sites include larger numbers of higher difficulty NPCs than the existing Sanctum and Drone Horde anomalies, and some of the new NPCs will shoot at drones and fighters more readily than the NPCs in existing nullsec combat anomalies. These sites are especially well suited to be defeated by capsuleers flying battleships and marauders.

    New Escalation sites that can spawn from combat anomalies

    "A combat site where the player will encounter a.."

    dungeon 01

    Sovereignty Hub Transition

    For an in-depth explanation of the SovHub transition, you can visit the Sovereignty, Structures & Transition devblog.

    (Planned for 20 June 2024)

    The Sovereignty Hub’s capabilities grow as upgrades are added for coordinating defense, industry, resources, and logistics. Each dedicated upgrade requires a mix of colony resources in the form of workforce, power, and reagents, and apart from the base power generated from the stellar flux, these must be provided by planetary exploitation through the new Orbital Skyhooks.

    • The Sovereignty Hub will generate some amount of energy for the system. The amount of energy generated by this structure is determined by an attribute on the star.

    • When a SovHub registers the claim (either a new one, or due to transition) any TCU in the system will be destroyed.


    (Planned for 20 June 2024)

    • Once an alliance has deployed a new Sov Hub in Sov Hub mode or chosen to transition their Sov Hub from IHub Mode to Sov Hub Mode, they are then able to install the new upgrades listed above.

    • Upgrades cannot be installed if the energy cost of installed upgrades (regardless of state) would exceed the potential energy which the system could produce (assuming all planets had skyhooks installed).

    • Upgrades cannot be uninstalled once installed. They can be turned offline, but the only way to remove them is to destroy them like a ship rig, which is only doable by capsuleers with the appropriate roles to do.

    • Upgrades can be prioritized, capsuleers with the appropriate roles can do this. Higher priority upgrades are served first for available colony resources (energy, population and consumables). This gives the player control over which upgrades go offline first in case of resource shortfall where all installed upgrades do not have the necessary resources to run. An example of where a shortfall could happen would be a skyhook being destroyed.

    Metenox Moon Drill

    (Planned for 13 June 2024)

    Metenox Moon Drill

    Another deployable structure being introduced is the Metenox Moon Drill. Fueled in part by fuel blocks and also by Magmatic Gas harvested from lava planets. This structure can be deployed at moon mining points in lowsec, nullsec, and wormhole space. The Metenox will be less efficient than manual extraction by players using an Athanor or Tatara, but instead, it slowly collects the resources obtained from mining and refining moon ores over time at a rate of 40% efficiency. Players can control who has access to take the moon materials it harvests with an ACL.

    • The Metenox Moon Drill features a unique reinforcement flow. Once it has been deployed, the Metenox will not have automatic repairs like other Upwell Structures, instead, players will need to manually repair the shield and armor if it gets attacked. The Metenox has a single reinforcement cycle in Hull, once it leaves reinforcement, it will need to be repaired to 100% Shield OR 100% Armor HP in order to fully repair itself and gain the reinforcement cycle back and be able to have the service module turned on again, the Metenox does not have a damage cap like other Upwell Structures, and instead behaves a lot more like an old moon mining POS prior to the Lifeblood expansion.

    • Shield HP: 1,000,000 (4,000,000 when high power), 75% resists.

    • Armor HP: 1,000,000 (4,000,000 high power), 75% resists.

    • Hull HP: 24,000,000, 0% resists

    • The Metenox provides no defenses, weaponry or tether ability.

    • Only a single Metenox, Athanor or Tatara can be at the same moon mining location at any time.

    • If a Metenox is reinforced, the moon materials it has in the Moon Mineral hangar are trapped and will be dropped as loot when it is destroyed.

    • Metenox moon Drills will require an Integrated Moon Drill Armature to be built, and will always drop it at a 100% rate, this functions as a built in Upwell Quantum Core. The cost of the core is 300 million ISK in Upwell Consortium member stations.

    • The Metenox Moon Drill blueprint is available from Upwell member NPC stations for 6 billion ISK.

    metenox 01

    Metenox Moon Drill Blueprint Manufacturing Input Materials:

    Structure Construction Parts


    Structure Storage Bay


    Structure Reprocessing Plant


    Structure Office Center


    Integrated Moon Drill Armature


    New Upwell Haulers and Freighter

    As part of the Equinox expansion, 4 brand new upwell themed industrial ships are being released. These include a Hauler, two additional tech II hauler variations for a blockade runner and deep space transport, as well as a capital-sized Freighter. These ships feature the brand-new Infrastructure hold, high amounts of missile firepower for their size and above average speeds.


    Equinox In Focus ships 1


    Equinox In Focus ships 2


    Equinox In Focus ships 3


    Equinox In Focus ships 4

    Infrastructure Hold

    The Infrastructure hold is a brand-new type of specialized cargo hangar which is capable of carrying a large number of infrastructure related items. This includes upwell related structures such as citadels and flex structures, structure modules, service modules, fuel related items, sovereignty infrastructure, sovereignty upgrades, reagents, moon materials, planetary commodities and more.

    Skill Requirements

    We are adding 3 new skills related to the Upwell Hauling ships, this includes one skill for flying the medium sized hauler and the tech 2 variations, one skill for the Upwell Freighter, and an additional skill for inventing and building the Tech II Variations.

    • Upwell Haulers [x4]: 2,000,000 ISK at all Upwell Consortium member corporation stations.

    • Upwell Freighters [x10]: 80,000,000 ISK at all Upwell Consortium member corporation stations.

    • Upwell Starship Engineering [x5]: 10,000,000 ISK and 15,000 LP at Factional Warfare Empire Militia LP Stores.

    • Upwell Haulers is required to fly the Squall Tech 1 Hauler at level 1 and needs to be trained to level 5 in order to fly the Deluge and Torrent Tech II Transport Ships.

    • Upwell Freighters is required to fly the Avalanche Freighter.

    • Upwell Starship Engineering is required to run an invention job on a Squall blueprint copy and needed to manufacture tech II blueprint copies of the Deluge and Torrent Transport Ships.

    Balance Changes



    Carriers have been struggling to find a healthy spot in the ecosystem for quite a while now. They were incredibly powerful in the past when they had godlike application that made them the best option to always bring even over other sub-capital counters, and it was often better to bring a Carrier to counter a group of a frigates rather than destroyers or rapid light cruisers etc. After the application nerf, and adjustments to the cost of capital ships they’ve struggled because they don’t have a well-defined role. Revamped Marauders and Dreadnoughts have made those the superior PVE options for CRAB beacons and Haven/Sanctum ratting and the better choice for PVP when it comes to fighting both sub-capitals and capitals, pushing carriers out of the meta.

    Our aim here is to give them a more defined role as a platform that specializes in fleet/troop transport and shaping the battlefield through powerful positioning tools.

    Carrier Conduit Jump

    • Carriers will now have the capability of using a Conduit jump to take 5-30 players in the jump tunnel with them. The Number of players which are passengers for the jump is increased by a new skill, Capital Jump Portal Generation, which increases the limit by 5 per level. This is built into Carriers and does not require a module to be fitted.

      • Prerequisite will be Jump Portal Generation V, with a training multiplier of 14x. Purchase location will be in the standard empire schools for the price of 250m.

    • Ships which can be passengers for a conduit jump include all variations (Including Faction, T2, T3 etc.) of Corvettes, Frigates, Destroyers, Cruisers, Battlecruisers and Battleships.

    Capital Micro Jump Drives and Capital Micro Jump Field Generators

    • Carriers will gain the ability to fit new capital sized versions of the Micro Jump Drive and the Micro Jump Drive Field Generator, both of these modules will require a new skill, Capital Micro Jump Drive Operation.

    • The Capital Micro Jump Drive jumps a Carrier 250km in whatever direction it is facing.

    • The Capital Micro Jump Field Generator will jump a Carrier, 50 extra sub-capitals, and up to 4 capitals around it (Capitals are counted separately to sub-capitals) 250km in whatever direction it is facing.

      • This can move ships which are in siege! Such as Sieged Dreads, Triage mode FAX and Rorquals with cores active!

      • After the jump completes, all ships moved by the jump are scrammed for 5 seconds and unable to be moved again by MJD / MJFG until the effect expires.

      • Both modules can be stopped by warp scramblers and scripted Heavy Interdictor Warp Disruption Field Generators.

    • The Networked Sensor Array will block the activation of a CMJD / CMJFG module by the ship it is activated on. A carrier may still be moved by another ship activating a CMJFG while its NSA is active.

    • The skill books are located in all empire school stations and can be purchased from the character sheet directly.

      • Cost: 250 million ISK from an empire school stations, or 325 million ISK from the character sheet.

      • Blueprints for both new modules will be found in Data sites.

    Only one of these modules can be fit on a Carrier at any given time.

    12 New Faction Light and Support Fighters have been added to the game. Navy Faction fighters feature significantly higher hitpoints than Tech 1 and Tech II fighters, but have slightly lower firepower and ewar strength than tech II fighters. Blueprint copies for the fighters can be found exclusively in empire Factional Warfare militia LP stores.

    • Imperial Navy Templar Blueprint (10x runs), 150,000 LP, 150,000,000 ISK / 24th Imperial Crusade

    • Caldari Navy Dragonfly Blueprint (10x runs), 150,000 LP, 150,000,000 ISK / State Protectorate

    • Federation Navy Firbolg Blueprint (10x runs), 150,000 LP, 150,000,000 ISK / Federation Defense Union

    • Republic Fleet Einherji Blueprint (10x runs), 150,000 LP, 150,000,000 ISK / Tribal Liberation Force

    • Imperial Navy Equite Blueprint (15x runs), 180,000 LP, 180,000,000 ISK / 24th Imperial Crusade

    • Caldari Navy Locust Blueprint (15x runs), 180,000 LP, 180,000,000 ISK / State Protectorate

    • Federation Navy Satyr Blueprint (15x runs), 180,000 LP, 180,000,000 ISK / Federation Defense Union

    • Republic Fleet Gram Blueprint (15x runs),180,000 LP, 180,000,000 ISK / Tribal Liberation Force

    • Imperial Navy Cenobite Blueprint (5x runs), 100,000 LP, 100,000,000 ISK / 24th Imperial Crusade

    • Caldari Navy Scarab Blueprint (5x runs), 100,000 LP, 100,000,000 ISK / State Protectorate

    • Federation Navy Siren Blueprint (5x runs), 100,000 LP, 100,000,000 ISK / Federation Defense Union

    • Republic Fleet Dromi Blueprint (5x runs), 100,000 LP, 100,000,000 ISK / Tribal Liberation Force

    Targeted Doomsday Weapons

    • Damage increased from 1 million to 2 million.

      • This means that a max skilled Titan Doomsday goes from 1.5m to 3m damage.

    As capital ship EHP values have increased in recent years, particularly with the addition of navy faction dreadnoughts, we want to bring the doomsday damage back up to a state where it can remain respected and feared.

    Victorious Luxury Yacht

    The Yacht has seen some abuse as a nigh uncatchable Wormhole rolling ship. We aim to remove it as a viable roller with the following changes.

    • PG reduced from 300 to 100.

    • Mass reduced from 10,000,000 to 1,000,000.

    • Agility adjusted from 0.4 to 4.0 to keep align time the same after these changes.

    Auto-Targeting Missiles

    With the Avalanche having a heavy focus on Auto-Targeting Missiles, faction variations of existing Auto-Targeting Missiles have been renamed to ‘Legion’ Auto-Targeting Missiles and are now obtainable in the Mordu’s Legion LP Store for LP and ISK costs of existing missiles of the same size.

    Factional Warfare and Insurgency Balance

    • The FOB Spawning rules have been adjusted so that the FOBs are far more likely to be placed in Command Operation Systems, Adjacent to Frontlines, rather than in the rearguard solar systems of winning factions.

      • The Aim of this change is to try and promote more fighting and less farming in the backlines by having the chosen location of the FOB be in a location where current factional warfare militias are duking it out, it’ll also make the FOB solar system more relevant to current militia group campaigns and concentrate the PVP opportunities in factional warfare lowsec.

    • Small NVY-1 complexes are no longer “Static” guaranteed respawns in Rearguard, Command Operations and Frontline solar systems and will now roam instead. In their place Medium ADV-1 complexes will now be static and there will always be 1 guaranteed assuming it hasn’t been completed recently.

      • The aim here is to promote a little more diversity and help make bigger ship types be more relevant to factional warfare system control over time. It also makes it a bit easier to de-contest rearguard solarsystems.

    • FW Battlefield NPCs will now spawn more slowly between waves and will now orbit the capture points much closer than before.

      • Our intention here is to make killing the NPCs the optimal path for progress on the capture points, rather than keeping a single battlecruiser NPC alive outside of the capture point.

    • Added a new faction command mindlink which gives a bonus to Information and Skirmish command bursts - Guri Malakim Command Mindlink. It is available in the Commando Guri and Malakim Zealot LP stores, which are located in Zarzakh or the insurgency FOBs. Cost is identical to other faction command mindlinks : 100,000 LP, 100,000,000 ISK and 1x Skirmish Command Mindlink, 1x Information Command Mindlink.

    • Added new faction and officer variants for the Signature Radius Suppression modules. Blueprints for these modules are exclusively obtained as rare drops from the pirate laundering center reward crates.

      • Domination Signature Radius Suppressor

      • Dread Guristas Signature Radius Suppressor

      • Zohar’s Modified Signature Radius Suppressor

      • Hakuzosu’s Modified Signature Radius Suppressor

    Vendetta and Vehement

    • Blueprints for the Vehement and Vendetta have been updated to reduce their build material requirements and be closer to other pirate faction capitals.

    Updated build costs will be:


    • Graphical renovation to bomb impact VFX, increasing graphical fidelity to the different types to better present game play effects and readability.

    • Upwell Citadels, namely Athanor, Tatara, Raitaru, Azbel, Sotiyo, Ansiblex Jump Gate, Pharalux Cyno Beacon and Tenerex Cyno Jammer, have undergone an FX and lighting pass. Lights and effects have been added to enhance the visual appeal of these structures.

      • Structure explosions have also been made more visually enjoyable in Tidi!

    • All planets have received a considerable graphics overhaul. Included in this pass, is a resolution increase and rework of all planetary textures. Planet shader parameters have received updates, adding more vibrancy, variation and detail to planet surfaces. Furthermore different new effects and details, have been added to specific planet types. Planets with workforce capacity, will start to visually reflect this, with orbiting traffic visuals.

    SKINR Ship Personalization

    Paragon is proud to announce that capsuleers can now create fully customized SKINs for their ships using SKINR. Express your identity in New Eden like never before, as a new extension to SKINR unleashes a universe of possibilities by empowering creative capsuleers to design their own ship SKINs. Make each ship or fleet a declaration of your identity, explore a new career path, and strengthen the collective identity of your corporation or fleet. Through SKINR, the art of war takes on a new hue, allowing for unparalleled expression of identity in the theater of space.

    Design at Your Fingertips

    The new SKINR interface can be accessed from anywhere in Space! Getting bored while gate camping? Sequence a new SKIN! Does your FC have you sitting in staging for too long? Design a new masterpiece! With the new SKINR Paragon introduces a robust palette of Design Elements, consisting of Basic and Metallic Nanocoatings as well as Patterns to Pilots across the Universe. Each SKIN design includes five customization slots: four for Nanocoatings and one for Patterns. Patterns also have a slot nested in them to add a Nanocoating onto the Pattern. Each Design Element comes in 2 flavors: Unlimited or Limited usage. The Unlimited Design Elements will require new Sequencing Binder items to be in your current Inventory. New Design Elements can be bought and sold on the Local Market, acquired in Events, Daily Goals, and through Loot Drops in various locations in game.

    Naming Custom SKINs and SKIN Lines

    Players name their custom skins during the design process, including the option to add them to a SKIN line. Use your creations to express your unique identity and share them with other capsuleers. Players can also save up to 5 designs for future manufacturing.


    Gathering design elements and sequence binders allows capsuleers to sequence ship SKINs for themselves or to sell to other pilots. Sequencing costs are based on a tier system and calculated in PLEX based on the rarity of design elements and complexity of the SKIN. Sequence Binders can be bought and sold on the local market, acquired in events, daily goals, and through loot drops in various locations in game just like their design element counterparts.

    If you have the new skill Mass Sequencing trained up, you will be able to sequence multiple copies of the same SKIN at once. Skill levels determine the quantity allowed. You will also need to have enough Design Elements and/or Sequencing Binders for the amount of SKINs being sequenced.

    What if you want to sequence a few different SKINs at once? Look no further than the new skill Parallel Sequencing and Multi-Thread Sequencing: These allow the sequencing of multiple SKIN designs simultaneously. Skill levels determine the number of simultaneous jobs.

    There are a total of 11 new skills for those interested in specializing as SKIN builders. While having a build time for an item is nothing new for New Eden, we recognize that this represents a new paradigm for cosmetic items. To cater to those seeking instant delivery for ships SKINs, we've added an option to speed up the sequencing for an additional cost, varying on how much time remains, regardless of how many skins are in the sequencing job. This system is designed such that SKINs created with the additional cost remain balanced and do not disrupt market dynamics for those who specialize in the field of SKIN creation.

    New Skills

    There is a new set of Skills that will elevate your SKIN Sequencing playstyle. These are all found under the new Category called “SEQUENCING”.

    • Sequencing Time Modifier Skills:

      • Basic Induction: Reduces sequencing time. First-tier skill with a 1x training multiplier and costs 5m.

      • Induction Efficiency: Reduces sequencing time. Second-tier skill with a 3x training multiplier of and costs 15m.

      • Advanced Induction Efficiency: Reduces sequencing time. Third-tier skill with a 5x training multiplier and costs 25m.

      • Peak Induction Acceleration: Reduces sequencing time. Fourth-tier skill with an 8x training multiplier of and costs 45m.

    • Mass Sequencing Skills:

      • Batch Sequencing: Allows sequencing of multiple copies of a design. First-tier skill with a 3x training multiplier and costs 1m.

      • Mass Sequencing: Allows sequencing of multiple copies of a design. Second-tier skill with a 6x training multiplier and costs 20m.

      • Industrial Sequencing: Allows sequencing of multiple copies of a design. Third-tier skill with a 9x training multiplier and costs 250m.

    • Multi-SKIN Sequencing Skills

      • Parallel Sequencing: Allows the sequencing of multiple different designs at once. First-tier skill with a 2x training multiplier and costs 40m.

      • Multi-thread Sequencing: Allows the sequencing of multiple different designs at once. Second-tier skill with a 6x training multiplier and costs 200m.

    • SKIN Selling Skills:

      • Hub Promotion: Allows the listing of more SKINs on the Hub. First-tier skill with a 1x training multiplier and costs 30m.

      • Hub Algorithm Optimization: Allows the listing of more SKINs on the Hub. Second-tier skill with a 5x training multiplier and costs 75m.

    Each of these skills can be purchased straight from the Skill Window and needs to be trained to level 4 before being able to train the next tier.

    Sequencing Binders

    These are new items that are required when using Unlimited use Design Elements.

    • Kerr Sequencer: Consumed by basic Nanocoatings when sequencing a SKIN.

    • Fermionic Sequencer: Consumed by Metallic Nanocoatings when sequencing a SKIN.

    • Alignment Sequencer: Consumed by Patterns when sequencing a SKIN.


    A new cosmetics collection makes it simple to keep track of SKINR Made SKINs, Nanocoating's, and Patterns where you can apply SKINR made SKINs and filter through your collection.

    Paragon Hub

    Players can buy Basic Nanocoatings, Metallic Nanocoatings, and Patterns at the Paragon Hub. Soon after the expansion, players can choose to sell their created SKINs in the Paragon Hub. Listing options include duration (day, 3 days, week, etc.). HUB Listing Costs are charged in ISK, and the SKINR Service Fee apply to sales and are charged in the currency chosen for the sale of the SKIN.

    Omega Perks

    Alpha accounts can sequence SKINs for all hulls that an Alpha account can pilot. Omega accounts however can sequence skins for any hull that is currently supported by the SKINR tool.

    The Ship SKINR is located in the Utilities section in the NEOCOM. But we are sure you will want to put a shortcut to it in the main NEOCOM Bar!

    Ship Info and Preview Windows

    • Show Info now displays Ship Preview with your applied skin.

    • Clicking the Ship Preview in Show Info will open the Ship Preview Window with your applied skin.

    • Until June 17th a special set of expansion login rewards will be available for players who log on. Rewards include Sequence Binder Welcome package and components for SKINR Ship Personalization, up to 200K skill points, and boosters.

    Corporation Projects

    With Equinox, we will continue to build out the library of player activities that Corporations can author Corporation Projects for.

    • Introduced three new contribution methods to the Corporation Projects:

      • Ship Loss

      • Earn LP

      • Salvage Wreck

    This update increases the total number of contribution methods available to 15.

    These new contribution methods empower Corporations to:

    • Create Automated Ship Replacement programs:

      • Corporations can now automate SRPs using the Ship Loss contribution method in their projects, streamlining a previously manual process that often had to be handled outside of the game.

    • Incentivize Loyalty Point activities:

      • Corporations can incentivize activities that earn LP, particularly valuable for Factional Warfare (FW) corporations and their pilots.

    • LP Buyback Programs:

      • Corporations can set up LP buyback programs with ISK payouts by creating Earn LP projects and setting the LP tax to 100%.

    • Incentive Salvaging:

      • Corporations can now incentivize salvaging activities, offering a valuable income source for new players and promoting cooperation.

    Overhauled Corp Window UI Navigation

    • The UI navigation pattern has been updated to follow the navigational pattern established by the AIR Opportunities Window.

    • Tooltips have been added to each section describing its purpose and listing the roles required to access it

    Improved AIR Daily Goals

    We have received a lot of positive sentiment on how the AIR Daily Goals improved on the, now deprecated, Daily Challenges system last December. For Equinox we will continue building out its capabilities and make it more engaging through a monthly reward track and improved interface in AIR Opportunities.

    New AIR Daily Goals:

    • Earn 50 LP (Enforcer/Industrialist/Soldier of Fortune lines)

    • Salvage 15 Wrecks (Industrialist/Enforcer lines)

    Monthly Progress Rewards: Progress by earning daily SP bonuses. There are four milestones in your monthly progress, and new rewards are unlocked at each one. Rewards include extra SP, PLEX, SKINR design elements and sequence binders, and EverMarks. Collect twelve daily SP bonuses and earn all your monthly rewards. Omega players earn an additional superior award at every milestone.

    Daily SP Bonus Reward Changes: Completing two distinct goals daily will now grant 5000 SP, with additional SP rewards available through your Monthly Progress.

    Evergreen DLI

    The standard DLI campaign at Character Selection has been replaced by the new AIR Daily Goals.

    Ship Emphasis

    We want to make interacting with and progressing through ships in New Eden more digestible and inspiring. To that end we have implemented a variety of improvements for Equinox:

    • Assemble and Board action: The new default action when double-clicking on a packaged ship, which makes taking your new ship out for a spin just a bit easier.

    • Ship Unlock notifications: A new section in the Ship Tree shows off the ships you’ve recently managed to unlock, with badges indicating new entries until they are viewed.

    • Default Ship Naming: The rename ship popup now appears when assembling a ship, and default names are restructured to show the ship type name first.

    • Ship Card view: A new inventory view that displays the ship group, characteristics, and type name of your ships more clearly.

    • Skill Requirement Panel: Allows players to add skills to the queue, create skill plans, allocate skill points, and buy missing skillbooks. The component appears in the Fitting Window, Show Info, Ship Tree and Hangar views.

    Ship Tree

    • Added pages for the Society of Conscious Thought and CONCORD ship lines to the Ship Tree.

    • Faction logos shown within the Ship Tree have been updated.

    Overhauled Ship Restrictions Windows

    We want to make it more digestible for players before they head out to space what type of restrictions are on dungeons.

    • Ships are now sorted into collapsable sections by their group.

    • Ship icons are now shown alongside ships' names.

    • Ship entries can now be interacted with (e.g. right-click to open the Information window or Market details).

    • Only ships within the Ship Tree will be listed.

    • Added an option to search for a specific ship from those listed.

    • Added a filter option to show only ships that the current character can fly.

    • Added an option to show restricted ships but highlight them as unusable.

    • A Ship Restrictions warning will now appear in the Info Panel objectives of relevant sites or missions tracked via AIR Opportunities:

      • Double-clicking this warning will open the Ship Restrictions window.

      • The warning will appear when en-route to a site or when within a site’s lobby area.

    Homefront Operations

    We aim to make some of the less popular sites more attractive while addressing common pain points.

    Acceleration Gates within these sites will now become partially restricted when activated:

    • The character that first activates the gate will be considered the “owner” of that site.

    • Anyone outside the owner’s current fleet will receive a suspect timer when activating the gate.

    • If the current owner leaves the combat area of a site, another character within their fleet and the combat area will be selected as the new owner.

    • If no fleet member is present within the combat area, another character within the combat area will be selected as the owner instead.

      • If no owner is found, the gate will be reset and become unrestricted until it is next activated.

    • Emergency Aid payouts have been reworked.

      • The additional payouts received at 5 and 10 minutes have been removed.

      • The sites will now complete and grant their main payout after 10 minutes, reduced from 15 minutes.

    • All sites, excluding Abyssal Artifact Recovery, have had their payouts reduced.

      • All payout values based on the number of contributors have been adjusted.

      • For example, with a group of 5, the payout will now be 15.49 million ISK each, reduced from 17.14 million.

    • The overall bounty values of NPCs within these sites have been greatly increased.

    • Only characters within the combat area of a site will be eligible for payouts.

    • Empire Faction Cruisers are no longer permitted to enter the combat area of these sites.

    • NPC combat fleet compositions, excluding those in Abyssal Artifact Recovery sites, have been adjusted.

      • Less EWAR NPCs now appear on average, instead replaced with DPS NPCs.

      • Some extreme cases at both ends of the difficulty curve are no longer possible.

    • Combat fleet NPCs within all sites will now take longer to respawn when destroyed.

    • Dedicated ECM using NPCs within Dread Assault sites will now take significantly longer to respawn when destroyed.

    • Site failure timers in all applicable sites have been reduced to 20 minutes.

    • The average DPS of NPCs using missiles has been decreased.

    • The repair amounts of logistics NPCs have been decreased.

    • Drifter NPCs within Abyssal Artifact Recovery sites will now show their piloting characters.

    • When a site ends unsuccessfully, the relevant conversation will appear even if it has been viewed before.

    • When arriving at a site that has been completed, the relevant conversation will appear even if it has been viewed before.

    • An Info Panel objective will now appear when the character is in warp.

    • Improved consistency for when conversations and Info Panel objectives are displayed.


    Paragon Missions

    • Added new Paragon Missions to request additional Frigates, Navy Frigates, additional Destroyers, Navy Destroyers, T1 Cruisers and Faction Ammo.


    • Mothership sites within High and Low Security space now have a minimum amount of time before they can appear. Null Security space is unaffected by this change.

      • High-Security space: the Mothership will not appear until at least 3 days have passed.

      • Low-Security space: the Mothership will not appear until at least 1 day has passed.

    Observatory Flashpoints in Pochven

    • Activation range for the gate to the observatory has been increased to 25KM.

    • Players present in the first pocket of the site when the site pays out will not receive a share of the rewards.

    • NPCs will now take into account the presence of drones and prioritize them as targets.

    C5 & C6 Cosmic Anomalies and Signatures

    • A capital ship must be present in sites prior to the appearance of the Decloaked Transmission Relay to trigger the Arithmos Tyrannos spawn in C5/6 Cosmic Anomalies.

    • Any escalation waves, including the Arithmos Tyrannos, will despawn if capital ships leave the site, or strays further than 100KM of a site’s warp-in point.

    • Lancer Dreadnoughts will now trigger escalation waves in Cosmic Anomalies and Cosmic Signatures.

    Triglavian Minor Victory Systems

    • Entropic Disintegrator Werposts and their deployment fleets will no longer consider players with 0 standing with The Triglavian Collective as hostile.

    • Weapon damage ramp-up time for Entropic Disintegrator Werposts has been lengthened.

    • Entropic Disintegrator Werposts now feature a bounty upon destruction

    • Reinforcement fleets for Entropic Disintegrator Werposts have been scaled back in difficulty.

    • The interval at which new Werposts will be deployed has been increased.

    • The Triglavian Collective will no longer deploy Entropic Disintegrator Werposts at Stargates, Stations and Upwell structures in Minor Victory systems.


    Concord Rogue Analysis Beacon

    • Reduced amount of Megacyte required for manufacturing by 50%

    LP Stores

    • Removed all Ship Hulls from LP Stores.

    • Added new manufacturing component, NET Resonator, for each Pirate Faction for the manufacture of sub-capital hulls.

    • Changed LP Offers for pirate hull BPCs.

    • Sub-capital Pirate Hulls

      • Removed Neurolink Conduits from sub-capital pirate ship manufacturing.

      • Added new component, NET Resonators, to sub-capital pirate ship manufacturing.

    • T2 Capital Guns

      • Reduced amount of Morphite or Robotics required for manufacturing T2 Capital Guns by 50%.

    • Genetic Mutation Inhibitors

      • A new skill, Mutagenic Stabilization, has been added as a requirement to build Genetic Mutation Inhibitors. The skill gives a 2% reduction in manufacturing time for all items requiring it per level. The skillbook has a training multiplier of 2x and can be found in the standard empire schools for the price of 15m.

    That about sums it up!

    We're excited to see what you do with the updates coming in the Equinox expansion, and we'd love for you to get involved with the discussion on the EVE Online Discord and the EVE Online Forums.


  • Sovereignty, Structures & Transition
    published on June 7th, 2024 at 02:15 PM


    The Equinox expansion is imminent, and with it come new changes to nullsec infrastructure. This blog will explain the mechanics of the new Upwell structures that will be introduced, including the new sovereignty hub, sovereignty upgrades, orbital skyhook and the resources that those structures will both generate and consume.  

    Check out this overview of the structures and ships from Upwell: 

    Introducing a new set of resources, all while making changes to sovereignty, is no small endeavor. New upgrades will require new resources, and those new resources take time to acquire. To ensure that everyone has a smooth and equitable transition period, different elements will be released gradually to avoid the overburdening of your logistics networks.

    Out with the IHub, In with The Sovereignty Hub

    sov hub - 1

    The new sovereignty hub is a modular structure dedicated to governing a star system and the colonies and infrastructure within. Replacing the infrastructure hub (IHub) and territorial claim unit (TCU), the sovereignty hub structure will be the center of operations for alliances for the control of nullsec systems. It is located around the star and will be the central location for installing and managing sovereignty upgrades, enabling authorized capsuleers to interact with and allocate colony resources to installed upgrades.   

    Sovereignty hubs and upgrades do not have any ISK maintenance, however all the new sovereignty upgrades require some of the limited supply of power and workforce to be allocated to them, with some of the new upgrades additionally requiring one of the new reagents as fuel to operate. Deploying, reinforcing, and capturing sovereignty hubs works the same way as with the infrastructure hub.  

    You Get an Upgrade! You Get an Upgrade! Everybody Gets an Upgrade!

    Sov hub - 2

    With the new sovereignty hub come upgrades, some of which are remarkably familiar, like the strategic upgrades that serve the same role as their existing counterparts. These are:  

    • Supercapital Construction Facilities   

    • Advanced Logistics Network   

    • Cynosural Suppression    

    • Cynosural Navigation    

    Conversely, the combat anomaly and mining upgrades have gotten a bit more of a facelift. The combat anomaly upgrades offer two different tiers: the Minor Threat Detection Arrays, which provide lower difficulty PvE content intended to be accessible to a wider range of player experience levels, and the Major Threat Detection Arrays, which provide higher difficulty PvE content, including a new higher tier Sanctum site with increased rewards.   

    The mining upgrades provide mining sites in the system, with one upgrade for each basic mineral type. Each of those upgrades will provide mining sites that predominantly focus on ores containing that mineral. 

    Introducing the Orbital Skyhook

    Orbital Skyhook - Plasma

    Orbital Skyhooks are a new structure that can be deployed around planets in conquerable nullsec systems. They do not require sovereignty to be deployed, but they provide crucial colony resources to the sovereignty hub.

    You and your alliance will want to be tactical about where you deploy your skyhooks because the resources they provide will depend on the types of planets they are placed around, the details of which were covered in the Reinvigorating Nullsec in Focus article.

    Not all planets are created equally, and some will have more resources than others. Additionally, Skyhooks will also act as an upgraded version of a player owned customs office (POCO), filling all the same roles as the POCO does for planetary industry.

    Sky hook 2

    Lava and Ice planet skyhooks can be raided by hostile capsuleers to steal stored reagents. This raiding requires a ship to link to the reagent silo on the skyhook for 10 minutes during which it must remain close to the structure and is prevented from warping away or travelling above 1000m/s. When a skyhook theft is in progress, players in nearby systems are notified so they can respond. Unlike attacks on citadels, these notifications are not alliance wide.

    There are some limitations to these new orbitals - only one skyhook or POCO can operate in orbit around any given planet. However, if a planet already has a POCO in orbit, members of the corporation that owns the POCO can deploy a skyhook to replace the existing POCO. When that skyhook finishes onlining, the old POCO automatically transports all stored Planetary Industry materials to the new skyhook and copies all PI taxation settings to the new skyhook, then self-destructs. If you want to deploy a skyhook around a planet that already has a POCO owned by someone else, you will need to destroy that POCO first.

    When you first place your skyhook on a planet it will begin gathering raw materials. It will take 3 days for the first reagents to be produced, so don’t panic if you don’t immediately see reagents!  

    There’s Resources in Them Planets

    Temperate - 1

    Sovereignty hubs are powered by resources and orbital skyhooks generate them, but what are resources really?   

    Power is generated by stars and specific planets and is localized to each system. Larger blue stars provide the most power, while smaller white stars provide the least. Different planets also provide different amounts of power, with plasma planets generally providing the most and gas planets generally providing the least. The sovereignty hub will harvest power from the star automatically, and any planetary power from orbital skyhooks will be automatically routed to the sovereignty hub in that system. Power always remains in the system it is gathered in. 

    Workforce is provided by skyhooks orbiting temperate, oceanic, and barren planets and can be transferred across systems through connected sovereignty hubs, as long as they belong to the same alliance. Temperate planets yield the most workforce, while barren planets yield the least.  

    Reagents are produced by skyhooks and are used as fuel for sovereignty upgrades. These are tradable, transportable, and lootable items. The reagents introduced in Equinox are:  

    • Magmatic gas from lava planets, used to fuel the Metenox moon drill, as well as the Cynosural Navigation (Pharolux Cyno Beacon) and the Cynosural Suppression (Tenebrex Cyno Jammer) upgrades.  

    • Superionic ice from ice planets, used to fuel the Advanced Logistics Network (Ansiblex Jump Gate) and the Supercapital Construction Facilities upgrades.

    Unlike power and workforce, reagents must be moved into a sovereignty hub. Skyhook access can be set by an access control list (ACL), and the sovereignty hub can accept inputs from anyone, ensuring that residents of that system can fuel your structures. A new interface, accessible to select members, will show the fuel status of sovereignty hubs that an alliance controls.  

    It’s Not Just a Phase

    Destruction - Pretty sight

    Introducing a new set of resources alongside new deployables, and making changes to sovereignty, is not insignificant. New upgrades will require new resources, and those resources take time to acquire. Due to this, a transition period from the legacy system to the Equinox system is being implemented during which sovereignty hubs will be able to operate in either a legacy “IHub mode”, or in the new “Sov Hub mode.”   

    On Equinox release day, 11 June, all existing infrastructure hubs will automatically convert to sovereignty hubs in legacy IHub mode. Note that if a system has asynchronous TCU and IHub ownership, it will be the IHub that converts to the sovereignty hub, moves to a new location in orbit of the star and will be represented by the new sovereignty hub visual model. The location is chosen so that it is not near any existing Upwell structures, nor will new Upwell structures be allowed to be anchored near sovereignty hubs.  

    While in legacy IHub mode, the sovereignty hub will continue to provide all the benefits from its old IHub upgrades and will continue to generate ISK bills for maintenance. When the sovereignty hub is transitioned to the new Sov Hub mode, it will enable the new upgrades and begin consuming power, workforce, and reagents.

    Sov Hub - 3

    As the role of the TCU becomes redundant post-conversion, no new TCUs can be deployed after 11 June. Any sovereignty campaigns for TCUs that are in progress during the Equinox patch downtime will be canceled, and it will no longer be possible to start new entosis campaigns for TCUs. The new way to remove TCUs from space will be to either convert the sovereignty hub in the system to Sov Hub mode or deploy and claim a new sovereignty hub in the system.  

    Thursday 20 June will mark the beginning of the transition period from legacy IHub mode to the new Sov Hub mode, where your logistics and planning will come to fruition.  During this transition period, directors in corporations that own sovereignty hubs can choose when to convert these hubs to the new Sov Hub mode via a menu option. This is a one-way transfer; once a sovereignty hub moves to Sov Hub mode, it cannot revert to legacy IHub mode. Upon conversion, old infrastructure hub upgrades contained in the hub will be automatically transferred to the owning corporation HQ station, and any TCU in the system will be removed and similarly relocated. The transfer period will end with the next expansion, when any sovereignty hub operating in legacy IHub mode will be automatically transitioned into Sov Hub mode.  

    Seize Control with Equinox

    With new sovereignty hubs, orbital skyhooks, and an array of new resources, Equinox gives you greater control of your systems, while adding new strategic depth and providing all new conflict drivers. There is complexity in this transition and a phased rollout gives you time to adapt to these changes, plan carefully, and deploy strategically, all of which are crucial. 

    Here's a detailed recap of the transition plan and key dates: 

    • 11 June: All existing infrastructure hubs will convert to sovereignty hubs in legacy “IHub mode.” These will be repositioned around the system's star, away from existing Upwell structures. Skyhook and new infrastructure BPOs will become available, and existing IHub BPOs will convert to sovereignty hub BPOs. 

    • 20 June: The transition period begins. Directors can convert sovereignty hubs from legacy “IHub mode” to the new “Sov Hub mode.” This is a one-way process; once converted, it cannot be undone.    

    Fly safe, and happy planning! 

  • Community Beat for 6 June
    published on June 6th, 2024 at 02:15 PM

    o7 spacefriends,

    Coming at you one day earlier than usual, we are back with another edition of the Community Beat. As always this is your update on what's been happening in New Eden. This week, as we celebrate special milestones and space battles, we also marvel at new artwork and look back on bittersweet memories.

    Celebrating 20 years!

    Earlier this year we celebrated EVE University's 20th birthday and now it is Chribba's turn. Known as the most honest man in EVE, Chribba reached a special milestone on 31 May 2024, celebrating 20 years in his corporation. He's been part of his corp for longer than some of us have been alive... Think about that.

    20 years in corp - Chribba

    Congrats Chribba!

    Bringing spaceships to life

    We love seeing artists at work, and this video from Lloyd George is no exception. His ability to bring spaceships to life with just water, paint, and a brush blows our minds every time. Watching the process unfold is almost better than admiring the final product, if you ask us.

    Lloyd also shows that inspiration can come from anywhere with this finished piece, inspired by a tweet from Hilmar.

    Hilmars CNR - Lloyd George

    Action you can't ignore

    Of course, nothing —okay, almost nothing— makes us happier than witnessing skirmishes in space. We recently came across this compilation from Crovey & Test Alliance Please Ignore, and it was simply too good to pass up. So, instead of ignoring them, let's check out their video:

    Skirmishing in space is not just about playing a video game; it's also a great way to forge new friendships. BJK from DECOY demonstrates this in their latest video. Watch and see how the bonds of camaraderie formed amidst the chaos of combat extend to a real-life meetup:

    If we stick to the topic of real-life meetups, EVE Amsterdam is taking place next week. Don't miss your chance to hangout with fellow capsuleers or some of our very own EVE Devs and grab your tickets now!

    Tribute to fallen capsuleers

    As we celebrate the incredible friendships that have formed over years of playing EVE together, we also find ourselves reflecting on the bittersweet memories of those we've lost.


    It is with a very heavy heart that we say goodbye to our beloved colleague, CCP Amazon. Approximately four weeks ago, we received the devastating news of her sudden passing. During her time at CCP as a game master and previously as a streamer, CCP Amazon —also known as Arabella, Lady Hellcat, and GM Tigress— had a significant impact on the EVE community. Her contributions and vibrant presence will be sorely missed by all who knew her.

    To honor CCP Amazon, streamers Chaos1298, Erst, MadCatTarin and Shogun257 organized a vigil last weekend. We are deeply grateful to them for creating this opportunity to remember and celebrate the life of our dear friend and colleague.

    As we move forward, let us continue to build and cherish the friendships that make our community so special. Fly safe! o7

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