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The past, present and future of EVE Online


Citadels: Cities built in the Heavens

Outposts and Stations were the tools you used to bring the universe under your control. It is time to set sights on grander ambitions. Citadels are massive player-created cities in space, dwarfing almost everything the Empires have ever constructed. These monuments to the might and power of capsuleers make excellent trade hubs, hangar/residential quarters, and defensive stations.

Medium, Large, and XL Citadels - the Astrahus, Fortizar, and Keepstar respectively - the largest of which is massive enough to offer super-capital ship docking bays.

Module Slots allow for weaponry, electronic warfare and rigging components to be installed.

Modular construction to add markets, clone units, compression systems and other facilities.

Ship Tethering provides security for friendly ships close to the Citadel, granting safe passage in and out of the structure.

Unlimited Personal and Corporation Hangars provide residence for even the largest of Alliances.

Multiple Undock Points, including separate capital (L Citadel/Fortizar) and super-capital (XL Citadel/Keepstar) undock areas, prevent traffic at busy hubs.

Each citadel has a weekly maintenance period where recalibration is handled. The larger the citadel, the larger the maintenance window. It is during this time that citadels are vulnerable to attack.

The cost to construct a citadel can range from 700 million to over 120 billion depending on the size of the citadels and its amenities. A trivial price for a fortified city among the stars.

Read this dev blog on structure fitting

Watch the video

New Structure Assault Mechanics

Even the mightiest of player structures in the highest of High Security space will still be vulnerable to attack at some point. Here is a quick overview of what both sides can expect.

Damage Mitigation - "The biggest blob wins" may be realistic but it's not very fun. Incoming damage will be mitigated at certain thresholds based on Citadel size and role.

Assault Duration - Structure assaults are expected to take around 30 minutes to complete, no matter where the structure is deployed. This gives a large enough window to make it engaging and a small enough window to make it inviting to those who enjoy shorter gaming sessions.

The Capital Connection - Bringing HP damage back into structures is not a coincidence. We want both structures and capitals to have a strong tie with each other.

Visual Cues - Structure lighting, signs, docks and other effects will give visual cues as to the state of the structure.

Full details on the system are coming soon. Watch the Dev Blog page for more info.

Details in the dev blog

Asset Safety for Destructible Structures

NPC offices and hangars have the notable perk of not blowing up. As such, a pilot's possessions there are safer than a pilot's possessions in a structure that can, with significant effort, be reduced to space debris.

To allow the new destructible structure to compete with NPC stations, we are introducing a new mechanic to ensure that assets stored within the structure can be retrieved when it is destroyed. When a Citadel structure has been destroyed, items inside are automatically impounded and saved. These items will be delivered to the closest NPC station in low-security space or another Citadel structure owned by the same entity in the same solar system.

New Access Control System

Access and associated taxes to services available in the new Citadel structures can now be controlled with far greater finesse for not just your corporation or alliance, but for all individual players.

Build your structures, and choose who you want to interact with them, and to what degree. Structure access settings are separate from asset management settings, allowing you to create custom access profiles without compromising security.

Force Auxiliaries: New Support Capital Ships

As the Carriers move into their new fighter combat role, Force Auxiliaries will take their place as the remote repair capital ships. While limited in combat capabilities to a drone bay, they excel at logistics and support, being the only capital class ships with bonuses to remote repair modules or capable of fitting Triage modules.

Force Auxiliary Capitals will also have fleet hangars, ship hangars, and refitting abilities accessible to all members of their fleet.

More information

Capital Reform: Advances in Capital Ship Design

As the balance of power in New Eden leans further toward the capsuleers, so do the industries that seek to keep pace. Nowhere is it more noticeable than in the capital ship construction yards. Competition for capsuleer ISK has brought an unprecedented evolution in capital ship features and design.

Capital Improvements

  • Fleet and Ship hangars added to Dreadnoughts
  • New modules and weapons for all capitals
  • Unique abilities for Super-Carriers and Titans

Dreadnoughts have become indomitable gun platforms

Titans harness the power of new Doomsday weapons

Carriers project their fighter squadrons across the battlefield

Fighter management and functionality advances

  • grouped and launched in squadrons
  • 3-5 squadrons can be commanded at a time
  • "health" determined by number of fighters left in squadron instead of individual hull, armor, and shield meters
  • new abilities such as squadron-slaying missile swarms, evasive maneuvers, and capital-pounding torpedoes

More information

Combat Feedback: Notification Visuals

In the heat of battle, it is easy for important events to go unnoticed or overlooked, especially when not in line of sight. New graphical elements have been added to the UI to draw your attention to a warping pilot or a ship that has finally met its demise.