The name of the fuel for the citadel in Eve. Deployment of citadels and their decommissioning (unmooring). This decision was made because

Hello pilots. You will find another article about the new features of the large-scale Citadel update, written by the Game of Drones team. It's been quite some time since the last article on citadels; there is a need for additional information. So sit down at the table, get comfortable and get ready to watch, but be careful with the mushroom jam - it was prepared by CCP Guard.

The above shot is a moment from the latest mass testing, in which a fleet of players fought with an ultra-large Keepstar-class citadel. The presented model of the citadel is not the final version. Photo courtesy of Lord Maldoror.

Missed one of the previous articles? Please note the following links:

  • – in this article we talked about changes to the rules related to structures and long-term plans for implementing these changes.
  • – in this article we talked about working on the first type of structures, as well as the rules of the game that are common to all structures.
  • – this article deals with the general principles of attack and defense of new structures.
  • – This article reports on principles for preserving and relocating assets during the destruction of structures.
  • – this article tells you how to get blueprints for a citadel and build it

About equipment in general

Keepstar equipment during one of the internal tests.

Let's recap what was said about citadel rigging at Fanfest 2015, in case you haven't been keeping track.

Unlike existing POSs, expanding the functionality of your small space fortresses - citadels - will not require the placement of many structures. They use a rigging system almost identical to that of ships, with connectors and modules for those connectors, allowing for a fine-tuned range of capabilities for the structure.

Connectors come in several different categories:

  • High power connectors designed for mounting plug-in modules, mainly weapons, but also means of providing remote support.
  • Medium power connectors designed for mounting electronic warfare and electronic support systems (for example, target illumination systems or jammers for target detection systems).
  • Low power connectors designed for permanent expansion modules (for example, reactor control systems or modules that increase the effectiveness of weapons).
  • Service modules: a new line of modules corresponding to the services of NPC stations or other game structures (production, modernization, access to the trading system, medical bays...)
  • Tuning modules: provide additional specialization of the structure. For example, a trading module in the citadel will allow you to trade, and a tuning module will provide a reduction in taxes when trading. Naturally, tuning modules are destroyed when removed: this is a serious investment.

Skills and specialized features of structures

The Caldari Raven is not like the Scorpion; in the same way, the structures will be very different. Structures will meet certain tasks, having a set of strengths and weaknesses. In particular, citadels provide defensive and logistical needs, and house corporate offices; therefore, they are very convenient as temporary bases.. Other structures that we will introduce into the game in due time will provide industry, resource collection, propaganda, reconnaissance, or even movement over long distances.

In practice, this means that most of the modules and tuning modules can be installed in any structure, but some of them are better used in accordance with the type of structure and the task at hand. For example, a large Fortizar-class citadel can be equipped with service modules and tuning modules for production, but the savings in time and materials will be less than when running work in a similarly equipped assembly shop.

We will provide specialization based on the profile features of the project for each type of building structure.

In particular for citadels:

  • The efficiency of tuning modules designed for citadels increases by 25%.
  • Fuel consumption for operating service modules intended for citadels is reduced by 25%.
  • The destructive effect of warhead missiles launched from structures increases by 25%.

Unlike ships, these benefits are static and do not depend on the character's skills. Generally speaking, existing skills have absolutely no effect on structures, modules, and structure tuning modules. That is, the Engineering skill does not increase the power of a citadel’s reactor, and the skills in the Missile Fire category do not affect the effectiveness of missiles launched from structures.

This decision was made because

  • We don't want unfortunate capsuleers to languish forever in citadels, "feeding" them the effectiveness of their skills;
  • We intend to reduce the skills gap between novice and veteran pilots when operating facilities; We want all players to be able to participate in battles for the citadel, and not just specially trained individual characters;

However, we are introducing several skills to manage structures and improve their efficiency somewhat, but the result of their mastery will be limited for the above reasons.

  • Structure Missile Systems: increases the destructive effect of missiles launched from structures by 2% for each level of skill mastery
  • Structure Defensive Systems: reduces the energy consumption of the drive for the operation of all defense modules of structures by 2% for each level of mastery of the skill (we do not indicate specific modules, since most of them will not be ready for the release of citadels)
  • Structure Electronic Systems: reduces the energy consumption of the drive for the operation of all means of REP structures, gravitational grips and gravitational pulses by 2% for each degree of mastery of the skill
  • Structure Engineering Systems: reduces the energy consumption of the accumulator for the operation of Doomsday weapons and means of influencing the target accumulator by 2% for each degree of mastery of the skill.

All these skills will depend on the characteristics “Charismatic” and “Willpower” and will be mastered at the second difficulty; they will require virtually no other skills to be learned.

Please note: the Starbase Defense Management skill remains untouched until the POS are actually removed; after that we will change its purpose, or remove the skill from the game with a refund.

Equipment

Since citadels have connectors, they rely on standard onboard systems: calibration, CPU power, reactor power.

Details below:

Some clarifications:

  • Service modules also require reactor and CPU power.
  • Ship and citadel modules are not interchangeable.
  • As mentioned in the article "Citadels: How to Assault Them (Again)", new structures are repaired automatically in repair mode, so they do not have force field regeneration.
  • The weapon effectiveness threshold determines the limit of damage received by the structure per certain time. Details about the operation of this threshold are in the above-mentioned article.
  • Citadels can be used by fighters and fighter-bombers; their work is ensured in accordance with the paradigm of reviewing all CBT, which will also take place as part of the large-scale update of the Citadel.
  • We believe that in the first release of Citadels, the sockets and resources for equipping them will not be fully utilized. This is a conscious decision: we plan to release new modules over time.
  • New structures will be absolutely protected from almost all electronic warfare equipment, and in particular from all electronic warfare equipment that complicate the detection and tracking of targets.

List of modules and tuning modules

We have already listed most of the modules and tuning modules intended for release in the first update in the article “Citadels: how to build them.” It's time to look at how they actually work.

As always, please note that all names and meanings may change over time due to practice testing.

Service modules

  • Shopping center: ensures the operation of the trading system. Cannot be installed on Astraea. Orders in the trading system operate within the sector (in w-space - within the planetary system)
  • Sickbay: Provides work with clones and jump clones in this structure. Sickbays in w-space are unsuitable for transferring consciousness from outside the planetary system, but will allow you to change clones “on the spot.”
  • Recycling Plant: Allows you to recycle materials in a structure
  • Pressing shop: allows you to compress materials in a structure

High power connectors

  • Anti-CBT Launcher: Launcher of missiles designed to destroy CBT and KSBT. The speed and radius of spread of the blast wave when their warheads are detonated make them unsuitable for firing at smaller ships.
  • Anti-Ship Launcher: Launcher of missiles designed to destroy standard-tonnage ships. The exact opposite of the aforementioned anti-CBT launcher.
  • Guided Bomb Launcher: Launches guided bombs that follow the target like missiles and hit a specific area like bombs. It can be equipped with three types of bombs: one type of bomb is effective against battleships, the second against frigates, and the third reduces the energy reserves in the energy storage of enemy ships.
  • Large and Extra Large Energy Neutralizers: Work exactly the same as their ship counterparts. This module is much more powerful than its ship counterparts, it is dangerous for the CBT and devastates battleships.
  • Small and Medium Energy Neutralizers: Work in the same way as the above modules, but are designed to work against smaller targets.
  • Local Defense Systems: Not to be confused with anti-aircraft guns; the destructive effect of these systems is constant and affects all objects within a certain radius from the structure, which provides protection from enemy drones and frigates.
  • Combat Gravity Grab: Works almost the same as a regular Gravity Grab, but pulls ships rather than debris towards the structure. Combat gravity lock does not suppress the warp engine: depending on the angle of movement, it can speed up or slow down the acceleration of the ship to enter warp mode.
  • Arc Wharton Generator: Doomsday Cannon. A beam of energy is aimed at the primary target, then reflected to five nearby secondary targets.

Note in parentheses that missiles launched by structures will be very durable or invulnerable: we reduce the effectiveness of the "fire wall" tactic. A specific decision will be made based on the test results. In addition, the signature radius of all CBTs will be increased to at least 10 kilometers to match the above-mentioned facility missiles.

Medium Power Connectors

  • Gravipulse: Pushes back all ships around the target according to their mass. Imagine the effect of a collision with several accelerated “Mahariels” and you will understand the principle of its operation.
  • Multi-frequency jammer for target tracking: corresponds to a similar ship module, but is configured for a specific type of interference via firmware
  • Target detection jammer: corresponds to a similar ship module
  • Stasis field generator: corresponds to a similar ship module
  • Gun jammer: corresponds to a similar ship module
  • Target illumination system: corresponds to a similar ship module
  • Warp jammer: corresponds to a similar ship module

Low power connectors

  • Trajectory Control Device: Increases the rate of fire of all three aforementioned missile and bomb launchers, and the lethality of their charges.
  • Missile guidance complex: improves the blast radius and speed of all three above-mentioned types of missiles and bombs.
  • Coprocessor: increases CPU power at the expense of reactor power
  • Signal booster: increases the speed of adding targets to the escort list and increases maximum amount targets on this list
  • Reactor control system: increases reactor power at the expense of CPU power

Tuning modules:

Tuning modules for structures are somewhat different from tuning modules for ships. They are similar in that they require calibration units and must be installed in housings of the appropriate size; the difference is that no characteristic of the structure can be subject to more than one tuning module. For example, from the list below, you can put Medium Missile Application I and Medium Missile Projection I on Astrea, but not Medium Missile Application I and Medium Missile Application II; Moreover, you cannot even install a pair of Medium Missile Application I.

In addition, the effectiveness of tuning modules will depend on the degree of compliance of the planetary system with CONCORD standards and on the type of structure: in “zero”, “low-sec” and w-space they will always be more effective than in “high-sec”. Thanks to this, the actual difference gameplay in various areas of New Eden will be preserved.

Finally, tuning modules of different sizes will provide benefits that are the same in strength, but different in “coverage.” For example, Medium Missile Application I will increase the speed of propagation of the blast wave when detonating warhead missiles by 10%; its analogue - Large Missile Application and Projection I - will increase the speed of propagation of the blast wave by the same 10%, but will also increase the speed of the missiles themselves by 10%.

There may be exceptions to this rule - in particular, tuning modules for recycling materials do not follow it, since we want to maintain the existing differences in the efficiency of recycling using different structures.

Fuel use

Unlike existing POSs, new structures will only require fuel to operate service modules.

Fuel is used in two ways:

  • Firstly, for turning on the module, so that capsuleers do not try to save fuel by regularly turning modules on and off.
  • Secondly, for its operation, at the beginning of each next hour (precisely at the beginning of the hour, and not the sixty-minute interval after turning on the module). This way we simplify the calculation of fuel requirements when working with multiple modules.

Fuel consumption is tied to service modules, so it can exceed the consumption of large POSs or be lower than the consumption of small POSs, depending on the range of available capabilities of the citadel. Here we provide a list of the four service modules that come with citadels and their corresponding fuel consumption.

Service module Fuel when turned on Fuel during operation Shopping center 2800 fuel blocks 40 fuel blocks per hour Medical bay 720 fuel blocks 10 fuel blocks per hour Processing plant 360 fuel blocks 5 fuel blocks per hour Press shop 360 fuel blocks 5 fuel blocks per hour

We initially believed that we would introduce a new type of fuel produced from all four superpower isotopes, but after many discussions we came to the conclusion that this would create a number of problems, and in particular an excessive burden of importing all materials.

Therefore, citadels will be able to operate on any of the four existing fuel blocks. In invulnerability mode, citadels do not consume strontium clathrates, so we will add them to the list of materials required for the production of fuel blocks, and thereby maintain demand for them. We are currently targeting 400 units of strontium clathrates in a package of 40 fuel blocks.

In addition, the notorious licenses for operating POS systems in high-sec (Starbase Charters) will not be included in the list - this would be excessive.

That's all

As always, we remind you that all the above values ​​are not final and may change. Expect adjustments based on feedback and practical results. We plan to conduct open tests on test servers: stay tuned for news.

Along with new updates in the Eve Online game, it’s time to speculate about what’s new for the player in their favorite game. A lot has changed, but what is most pleasing is that the citadels in Eve Online have become an order of magnitude more powerful, more solid and have become much more defensive structures than they were before. If earlier, with the help of an entosis transmitter, it was possible to pave a quick path to victory, now you will have to work hard in your attacking steps.

Obviously, the game itself has become an order of magnitude more interesting and sharper, something that many gamers lacked. And much of the credit for this lies in the renovation of the citadels. Start playing Eve Online if you were unfamiliar with this development before. We will talk more about the development of citadels in the cult MMORPG game.

For citadels in Eve Online average size is characterized by diameter 5-25 km. This type of defensive structure will be more appropriate for players who act as solo players or for small teams. It is possible to install good protection that is suitable for repelling many attacks. The defense can also be built with the participation of the CBT.

Large citadels in diameter 100 km. Alliances and corporations are those groups of players who will give preference to this type of defensive complex. You can install service modules and mass attack weapons. Please note that there are also citadels in the game extra large areas, which in diameter exceed 100 km. They are equipped with everything necessary to repel massive attacks against large military fleets. Regarding the dock, this can include most large ships, including a standard one KBT.

Citadels are capable of independently repelling an invader

Citadels in Eve Online are equipped with launchers and gun mounts that have 2 varieties. But this is quite enough to perform a defensive function. These weapon systems will become available to the player after he has mastered the relevant skills.

The mounted long-range weapon will be perfect for use against slow and large targets. It can be KBT or battleships. Weapons for conducting a close-range defensive attack are also presented, which is very effective against small targets.

Updated OSOM protection

Extra-large citadels in Eve Online can be equipped with a special fire system. The new defensive module has a number of technical features that allow effective defense. Such protection effectively compensates for the immobility of the citadel during massive enemy attacks.

This article was written primarily for the audience who considers the plot of Eve Online one of their favorite gaming developments. If you found the material useful and interesting, don’t forget to thank the author in the comments. Or leave your personal opinion in the same interactive form for communication and discussion of the material. Thank you!

The citadel can only be deployed by members of a player corporation.

Only the station manager, director, or player corporation president can deploy a stronghold.

Citadels cannot be deployed in the following types of systems:

  • Trade nodes (Zhita, Amarr, etc.)
  • Shattered Worlds

The citadel can be deployed at any point in the planetary system at a distance of at least 1000 km from another structure and at least 1000 km from a celestial body.

How to deploy a citadel:

Once the deployment process begins, it will take exactly one day to anchor the citadel.

After 24 hours, a vulnerability window of 15 minutes will begin, during which the player must defend the structure. After 15 minutes, the safety margins of the armor, force fields and hull of the structure will reach 100%. If the structure was nevertheless attacked during the vulnerability period, the repair function is activated, in which case the standard vulnerability rules apply.

Anchoring in a sovereign system in the "nulls"

The anchoring of a citadel in a system with a zero security level will be delayed if there is an Infrastructure Hub in the system that belongs to another alliance.

The extension time is 24 hours for each level of the strategic development index.

Strategic Development Index 0 = anchoring lasts 24 hours

Strategic Development Index 1 = anchoring lasts 48 hours

Decommissioning of a structure (unmooring)

You will need 7 days to decommission the structure.

Only the director or president of the corporation that owns the structure can unmoor it.

Once decommissioning has begun, it can be canceled, but in this case, when the structure is re-moored, the duration of this operation will again be 7 days.

After 7 days, the players' property located in the warehouses of the structure will be moved to. Modules, charges and fighters installed on the structure will be moved to a container, the contents of which can be accessed by any capsuleer. The structure itself will remain in space and can be lifted into the hold. Tuning modules installed on the structure are destroyed.

During decommissioning, the structure's vulnerability clock does not change. If a structure is successfully attacked, the unanchoring process is canceled and the structure will return to normal.

Please remember that the timer that relates to the structure represents the period of vulnerability and not the period of unanchoring. The unanchoring timer is hidden and not available for review.

April 27, 2016 at EVE Online A patch is coming out that will bring drastic changes to the game. More specifically, new types of space structures will be introduced, called citadels. In the material below the cut, read basic information about these space structures.

General information about citadels

Citadels are a new type of space structures, which are designed to replace outposts, POS and autonomous blocks. After the release of the patch, these types of structures will be used for some time, but then they will be cut out of the game. Citadels can be placed throughout New Eden, with the exception of systems with a security level of 0.9-1.0. In addition, some citadel modules cannot be installed in highsec. It will also be possible to place citadels in W-Space, but some functions will be limited. For example, it will not be possible to jump to the Empire and back with a Jap Clone.

Key Facts:

  • three types, differing in size: medium (Astrahus), large (Fortizar) and extra large (Keepstar);
  • similar to ships, they will consist of a body with empty slots and modules that can be inserted into these slots;
  • in addition to the traditional high, medium and low power connectors, there are service slots into which modules can be inserted to provide the capabilities that the station currently provides;
  • fuel will only be needed to power the citadel service modules;
  • citadels have no restrictions on the volume of hangars.

Below is a video highlighting the highlights of the citadels.

More details about the components:

  • Body of the structure. Everything here is like a ship - connectors for modules and rigs, to which are also added connectors for service modules.
  • Modules mounted in high, medium and low power connectors. They require reactor and processor power to operate, and also require a charge in the capacitor.
  • Service modules. An innovation that is inherent in new buildings. These are modules with which you can provide functions that were previously assigned to the substructures of POS and outposts. In addition to computing and energy capacity, service modules will need fuel.
  • Riga. Almost everything here is the same as on ships. Three connectors, standard size (rigs for medium citadels are not suitable for large ones), calibration.

Types of citadels

As already mentioned, there are three types of citadels depending on their size.

Astrahus(“Astraea”). The citadel is medium-sized (up to 25 km in diameter). Suitable for single players and small corporations. All modules except the shopping center can be installed in it. It has 4 high slots, 4 mid slots, 3 low slots, 2 slots for launchers and 5 slots for modules. Occupies 8,000 cubic meters. in disassembled form, that is, it can be delivered to the installation site in an ordinary Indian vehicle. All ships up to the subcapital class will be able to dock there. The cost of the case will be approximately 350-700 million ISK in materials. BPO costs 6 billion ISK.

Fortizar(“Fortisar”). The citadel is large (up to 50 km in diameter). Selection of large corporations and small alliances. It has 6 high slots, 5 mid slots, 4 low slots, 3 slots for launchers and 7 slots for modules. Outside of highsec, he can use weapons of mass destruction. Can accept everything up to sub-capitals and freighters. The disassembled volume is 80,000 cubic meters, which will require an appropriately fixed orca for delivery. BPO cost: 70 billion ISK, finished hull cost 3-7 billion in raw materials.

In this video you can see what the Astrahus and Fortizar class citadels look like

Keepstar(“Keepstar”). The citadel is super-large in size and is perfect for large alliances, if only for the reason that you can stock up everything in it, up to super-capital. It has 8 high slots, 6 mid slots, 5 low slots, 4 slots for launchers and 8 slots for modules. The occupied volume of the assembled case is 800,000 cubes, so a freighter is needed for delivery. The cost of the BPO is 700 billion ISK, the cost of the corpus is 30-70 billion.

We look at the appearance of Keepstar in the video

The parameters of different types of citadels are summarized in the table

Citadel Connectors and Modules

Connectors

Basic information on connectors:

  • Highslots are mainly intended for weapons and means of providing remote support to allies, for example, for repairing armor and boosting shields. You can also put non-trikes in them.
  • Midslots are used to install electronic warfare and support equipment.
  • Passive modules are installed in low slots to increase the power of the CPU, the power grid, or improve the characteristics of weapons, expanding the volume of cargo compartments.
  • Connectors for service modules. A feature characteristic only of citadels - it is with the help of service modules that the functionality that is available at stations, post stations and outposts is increased. Trading, cloning, ore processing and compression. These modules will use fuel.
  • Rigi. As with ships, rigs significantly improve the performance of modules in sockets. There are three connectors for rigs in total, and you can install only one, which improves a particular characteristic.

Modules

Basic information on modules:

  • Service modules consume reactor and processor power;
  • Ship modules are not suitable for fitting citadels;
  • Armor repair is carried out automatically in repair mode; they do not have shield pumping;
  • The weapon effectiveness threshold determines the limit of damage that the citadel receives over time.

Service modules

  • Market Hub (shopping center) - with its help you can organize your own retail outlet. You cannot bet on Astraea. They operate within the stellar sector, for W-Space systems - within the system. Brokerage tax is set by the owner of the citadel, may have different values ​​for different groups. In order to carry out operations, you need to dock in the citadel.
  • Office Hub (office).
  • Cloning Center (medical bay) - own cloning facility. In systems, W-Space works within the system, that is, jumping from VX to the Empire will not work.
  • Reprocessing Plant - processing materials in the citadel.
  • Compression Plant (pressing shop) - allows you to compress ores and other raw materials.
  • Assembly Arrays (production lines).
  • Research Laboratories (research laboratories).
  • Drilling Platforms (drilling platforms) - extraction and processing of resources.
  • Observatory Arrays (reconnaissance complexes) - designed to collect data about spaceships, recognize camouflages, blocking subscans and scanning probes, and the like.
  • Gates (portals) - replace japm bridges, will be able to influence wormhole spawn timers, warp speed, etc.
  • Administration Hub (administration).
  • Billboards (billboards) - placement of advertisements.

High Power Connector Modules

  • Anti-capital launcher) - a missile launcher for the destruction of capital and subcapitals. Not suitable for smaller class ships.
  • Anti-subcapital launcher - a missile launcher for destroying ships up to capital class.
  • Guided Bomb Launcher (bomb launcher with a guidance system) - launches guided bombs. There are three types of bombs - for warships, frigates, and those that reduce the energy level in the cap.
  • LXL Energy Neutralizer (large and extra-large energy neutralizers) - work similarly to ship neutrics, but are much more powerful and can neutralize BS and capital-class ships.
  • SM Energy Neutralizer (small and medium energy neutralizers) - similar to ship modules.
  • Point Defense Batteries (local defense systems) - provides protection against drones and frigates, operating within a certain radius.
  • Tractor Beam (combat gravitational capture) - the operating principle is similar to the ship module, but it pulls up spikes rather than beams and does not jam warp engines.
  • Arching Vorton Projector (arc Vorton generator) - Doomsday weapon. The beam hits the target and is reflected from them to five neighboring targets.

Medium Power Connector Modules(most of them work like similar ship modules)

  • Bumping Module (gravity pulse): pushes all ships around the target in line.
  • Multi-spectrum EMC (multi-frequency jammer) target tracking: corresponds to a similar ship module, but can be configured to a specific type using scripts.
  • Remote Sensor Dampener (target detection jammer).
  • Stasis Webflier (stasis field generator).
  • Tracking Disruptor (cannon aiming jammer).
  • Target Painter (target illumination system).
  • Warp Scrambler (warp jammer).

Low Power Connector Modules

  • Ballistic Control System (trajectory control device): increases the rate of fire of launchers and the amount of damage.
  • Guidance Enhancer (missile guidance complex): increases the radius of the blast wave, the speed of missiles and bombs.
  • Co-processor (coprocessor).
  • Signal Amplifier (signal amplifier).
  • Reactor Control Unit (reactor control system).

A summary of the modules is in the table below.



Backgammon