A Sovereignty Hub is a modular structure that is dedicated to governing a star system along with the colonies and infrastructure it contains. The Sovereignty Hub is the center of operations for capsuleer alliances for the control of null security systems.Introduced in the Equinox expansion as a merge and replacement to the Infrastructure Hub and Territorial Claim Units of old, the Sovereignty Hub is the future way to upgrade and improve claimed solar systems. It is placed around the star in a system and it is where sovereignty upgrades are both installed and maintained. Members of the corporation that launch the Sovereignty Hub with necessary roles can interact with it to allocate colony resources to installed upgrades, along with controlling the importing / exporting of workforce to neighboring systems that the alliance controls.
- Note: When a Sovereignty Hub registers the claim (either a new one, or due to transition) any Territorial Claim Unit in the system will be destroyed.
Upgrades
Any sovereignty upgrades installed into the sovereignty hub will require power, workforce, and fuel blocks to be brought online and bring their benefits to the system. Both are planetary resources that are gained from installed Orbital Skyhooks in the system.
The sovereignty hub itself provides an amount of power sourced from the sun, but additional power must always come from any available gas, storm, or plasma planets in the system. Workforce is a resource that can be imported or exported between systems owned by the same alliance.
While power is limited to a system and cannot be exported or imported, there are no constraints on how many upgrades can be installed into a Sovereignty Hub. Any installed upgrades can be swapped between through re-prioritizing or changing their status from offline or online.
This is all done from the Sovereignty Hub control screen. The Sovereignty Hub’s capabilities grow as upgrades are added for coordinating defense, industry, resources, and logistics.
- 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 have Orbital Skyhooks installed).
- Upgrades cannot be uninstalled once installed. They can be turned offline, but the only way to remove them is to have them self-destruct which capsuleers with the appropriate roles in the owning corporation are able to do.
- Installed and online upgrades must be prioritized in the Sovereignty Hub menu by capsuleers with the appropriate roles. Higher priority upgrades are served first for available colony resources (energy, population and consumables). This gives the alliance 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.)
- Enemy attacks, fuel consumption, or resource shuffling within the solar system can cause installed upgrades to lose their required resources and subsequently go into low-power state. The low-power state is very similar to the offline state, with the primary difference being that those upgrades automatically return to the online state when possible. Upgrades in a low-power state do not consume fuel or provide any effects to the system, same as offline upgrades.
The currently available Sovereignty Hub upgrades are:
Infrastructure Upgrades
- Supercapital Construction Facilities - Allows construction of super-capital ships.
- Advanced Logistics Network - Allows Ansiblex Jump Gate service module to be put online.
- Cynosaural Suppression - Allows Tenebrex Cyno Jammer service module to be put online.
- Cynosaural Navigation - Allows Pharolux Cyno Beacon service module to be put online.
PvE Upgrades
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Minor Threat Detection Array 1 - Detects combat anomalies containing hostiles of modest strength.
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Minor Threat Detection Array 2 - Detects combat anomalies containing hostiles of modest strength. This variant has a faster detection capability for new anomalies compared to its base version.
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Minor Threat Detection Array 3 - Detects combat anomalies containing hostiles of modest strength. This variant has a faster detection capability for new anomalies compared to the base and upgraded version.
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Major Threat Detection Array 1 - Detects combat anomalies containing tough hostiles.
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Major Threat Detection Array 2 - Detects combat anomalies containing tough hostiles. This variant has a faster detection capability for new anomalies compared to its base version.
- Major Threat Detection Array 3 - Detects combat anomalies containing tough hostiles. This variant has a faster detection capability for new anomalies compared to the base and upgraded version.
Mining Upgrades
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Tritanium Prospecting Array 1 - This array locates additional ore resources in a system, prioritizing tritanium-rich asteroids belts.
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Isogen Prospecting Array 1 - This array locates additional ore resources in a system, prioritizing isogen-rich asteroids belts.
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Nocxium Prospecting Array 1 - This array locates additional ore resources in a system, prioritizing nocxium-rich asteroids belts.
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Zydrine Prospecting Array 1 - This array locates additional ore resources in a system, prioritizing zydrine-rich asteroids belts.
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Megacyte Prospecting Array 1 - This array locates additional ore resources in a system, prioritizing megacyte-rich asteroids belts.
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Pyerite Prospecting Array 1 - This array locates additional ore resources in a system, prioritizing pyerite-rich asteroids belts.
- Mexallon Prospecting Array 1 - This array locates additional ore resources in a system, prioritizing mexallon-rich asteroids belts.
Exploration Upgrades
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Exploration Detector 1 - This limited detector allows ship scanners to pick up a few undetected relic and data signatures for probe scanning within a system.
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Exploration Detector 2 - This standard detector allows ship scanners to pick up a moderate number of undetected relic and data signatures for probe scanning within a system.
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Exploration Detector 3 - This advanced detector allows ship scanners to pick up many undetected relic and data signatures for probe scanning within a system.
These three tiers of Exploration Upgrades will have a combination of data and relic sites and will be available from the Angel Cartel, Blood Raiders, Guristas Pirates, Sansha Nation, Serpentis and Rogue Drone factions. These upgrades have a guaranteed chance to spawn several exploration sites between 0 and 5 jumps from the solar system where the upgrade is installed.
Exploration sites spawned from the sovereignty upgrades all have a small chance to escalate to a data or relic escalation with the potential for exclusive rewards.
Resource Generation Upgrades
- Workforce Mecha-Tooling upgrade, available in 3 tiers, which costs power and generates workforce.
- Power Monitoring Division upgrades, available in 3 tiers, which costs workforce and generates power.
These upgrades are mutually exclusive and it's not possible to have both workforce and power upgrades installed at the same time. Additionally, workforce that is generated through the Workforce Mecha-Tooling upgrade cannot be exported to other solar systems.
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Workforce Mecha-Tooling 1 - Limited Mecha-Tooling empowers workers, utilizing additional power to marginally increase workforce effectiveness.
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Workforce Mecha-Tooling 2 - Modest Mecha-Tooling empowers workers, utilizing additional power to moderately increase workforce effectiveness.
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Workforce Mecha-Tooling 3 - Extensive Mecha-Tooling empowers workers, utilizing additional power to significantly increase workforce effectiveness.
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Power Monitoring Division 1 - This Division is staffed by workers tasked with monitoring power generation systems, marginally increasing power output at the cost of workforce.
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Power Monitoring Division 2 - This Division is staffed by workers tasked with monitoring power generation systems, moderately increasing power output at the cost of workforce.
- Power Monitoring Division 3 - This Division is staffed by workers tasked with monitoring power generation systems, significantly increasing power output at the cost of workforce.
System Effect Generator Upgrades
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Gamma Stability Generator - This generator produces system-wide effects similar to those encountered in Gamma environments within Abyssal Deadspace.
All ships in system: +15% Shield HP, +10% Capacitor capacity -
Plasma Stability Generator - This generator produces system-wide effects similar to those encountered in Plasma environments within Abyssal Deadspace.
All ships in system: +15% Armor HP, +10% bonus to the benefits of overloading modules.
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Electric Stability Generator - This generator produces system-wide effects similar to those encountered in Electric environments within Abyssal Deadspace.
All ships in system: 25% bonus to Capacitor recharge rate, +25% targeting range and Directional Scanner range. -
Exotic Stability Generator - This generator produces system-wide effects similar to those encountered in Exotic environments within Abyssal Deadspace.
All ships in system: +25% scan resolution, +2 AU/s warp speed.
Each type of upgrade needs a corresponding fuel type to stay online. The way to contest player sovereignty in null security systems is largely unchanged from its iteration before the launch of Equinox. The Sovereignty Hub simply takes the place of the Infrastructure Hub as the target for entosis links. Once control of a system is lost, the Sovereignty Hub and all installed upgrades are destroyed.When a Sovereignty Hub is destroyed:
- Fuel has a chance to drop
- Installed upgrades have a chance to drop
- System Ownership is lost
The Sovereignty Hub is anchored in a neutral state (owned by the SCC) and an entosis link must be used to claim it - other alliances may attempt to seize control during this time.
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