The changes of the Phoebe Release affecting Jump Drive related travel render many statements on that topic obsolete. I've updated the table with the jump ranges of the several jump capable ships, but won't change the article's contents, unless noted.

New Eden Topology I – Living on a graph

Posted by Archentar Symonia in Guides on December 24, 2010

This post starts a series about New Eden topology. That is a peculiar topic, one might say, but map of EVE universe has always fascinated me, especially the vast network of stargates. It has many interesting properties and some extremes ones might surprise even hardened veteran players.

From mathematical point of view, EVE universe can be described as an undirected graph, where solar systems are vertices and stargate connections are edges. There are:

- 2498 solar systems in wormhole space,
- 3524 Null Sec solar systems (but only 3294 accessible to capsuleers – 230 are under Jove control),
- 695 Low Sec solar systems,
- 1212 High Sec solar systems.

This gives 7929 systems in total. If we rule out W-space systems with their ever changing conections and Jove space, we are left with 5201 solar systems and 6894 stargate pairs - EVE gate network.

Each graph can be described by various properties. One of them is diameter. It is the length of the *longest shortest path*, that is if you count shortest paths between all systems, then the length of longest of them is called diameter. In EVE, diameter has value of **99**. There are 3 solar system pairs that are so far apart:

Other graph property, somewhat related to diameter, is radius. In contrast to circle radius, it does not have to be exactly half of diameter (but it is never lower than half). Radius is the length of the *shortest longest shortest path*. Ok, I understand that this description sounds weird (or even insane) but let’s try to work it out. So, “*shortest path*” is pretty obvious. For each pair of solar systems we find a “*shortest path*”. For each solar system, we look for the longest “s*hortest path*” – the path to solar system that is most far away. Once we have all those “*longest shortest paths*” we take the shortest of them and its length is our radius. The radius for EVE network is **56**. The system with the shortest longest shortest path is Lansez – let’s call it *radial center* of EVE. You can go to any other accessible solar system with 56 or less jumps.

There is also another way of determining a center of EVE. We can check which system has the lowest average distance to the rest. Let’s call it *mean center* of EVE. In this category, the winner is Kaaputenen with average of 26.3 jumps.

But some EVE players will never leave CONCORD protection, so for them, EVE gate network is limited to High Sec gate network. This subgraph consists of 1106 solar systems and 1597 stargate pairs (I’m not counting isolated High Sec pockets). Here are our metrics for such graph:

- Diameter:
**51** - Diameter routes:
- Radius:
**27** - Radial center: Algogille
- Mean center: Kaaputenen again (12.5 jumps)

This concludes the first part of my topology ramblings. In the next part I will cover metrics for various EVE regions. Stay tuned.

*Edit: as per Arch’s comments, edited the above text to display the correct information*

P.S. This blog series was inspired by Make Some ISK, Expand Our Knoweldge post on My Loot, Your Tears blog.

New Eden Topology II – Regions

Posted by Archentar Symonia in Guides on December 28, 2010

Welcome to second installment of post series about topology of New Eden. Previously, I have rambled about how gate network is a graph and what properties such graph can have. In this part, I will present you such properties but on per region basis.

What is region in EVE? Basically, it is a set of solar systems. They might be connected with stargates, as in New Eden gate network, or not, as in wormhole space systems. There are only few ways how regions affect the actual game play, for example:

- Market is limited to region.
- NPC empires tend to have their borders aligned to region borders.
- All belt pirates within the region have are of the same faction.

Most of us rarely notices the fact that we crossed region border. Nevertheless, this artificial division gives an opportunity to find out how they differ among each other.

Let’s start from the simplest properties – the size. The smallest of all **64** regions accessible in New Eden gate network is Fade, with **27** solar systems and **33** internal connections. It is 7 times smaller than the biggest player around: Domain – **192** systems and **266** internal connections. As you can see, the span here is quite large.

As a measure of gate network density, we can use an average number gates in system within given region. I have counted only the gates that do not lead to other regions. Given this definition of density, we get minimum in Impass (**2.16**) and maximum in Everyshore (**3.26**). If we focus on gates leading to other regions for a change, we will see that Impass, Stain and Omist have only **three** connections to other regions and Sinq Laison **30** (yes, that much). But this counts each stargate pair as distinct connection. If we count how many regions are connected, the results are:

And the knot of New Eden – Sinq Laison, that has connections to **9** other regions (The Bleak Lands, The Citadel, Domain, Everyshore, Essence, The Forge, Genesis, Heimatar, Metropolis).

In part I we have discussed two graph properties: diameter and radius. We can calculate them for each region, treating it as separate graph. I made a small exception to this. Since shortcuts through other regions are part of the game, I have decided to include them in the calculations. So what are our extremes?

In the contest for smallest diameter we have a draw. Both, Fade and Molden Heath scored **11**. On the opposite, we have Stain with diameter of **42**. I guess Sanshas like long travels. Because radius is related to diameter, it is no surprise that Fade has smallest radius (**6**) and Stain biggest radius (**21**). On the other hand, Molden Heath was replaced with Essence as the one to draw with Fade. In case of most well behaved graphs, radius is exactly half of diameter. Cloud Ring is definitely not well-behaved in that matter, as it has diameter of **12** and radius of **9**. The reason behind that is the circular structure of the region (it is called Ring for a reason).

And now something for corporations interested in having a central base of operations for a specific region. Well, not now. You will have to wait for a bit. First, I will mention some interesting cases of regional centers. In the mean center category, the system that is on average the closest to any other system in the region is… Sosala (**2.97** jumps), representing the lovely region of The Bleak Lands. And on the other hand… Stain… again… 37S-KO – **11.22** jumps. In case of radial center, we have some draws. As mentioned above, two regions have a radius of **6**: Fade and Essence. For those regions, there are following radial centers: O1Y-ED, VRH-H7, O-CNPR and Villore. For Stain, there are only two: PSJ-10 and GDEW-0. One more region is characteristic in terms of radial centers. It is Molden Heath and it has total of 10 radial centers: Aedald, Bosena, Ennur, Heild, Horaka, Meildolf, Muttokon, Oddelulf, Orien, Teonusude. Quite a few for a region with 38 systems total. This anomaly has similar roots as the one for Cloud Ring – circular structure.

This covers all regional statistics for this episode. If you managed to get so far, here is a little gift – a spreadsheet with all those metrics for all regions in New Eden gate network. You can use it to find out what is the best location for your regional logistical centre.

Stay tuned for next episodes.

Archentar Symonia

New Eden Topology III – Solar system extremes

Posted by Archentar Symonia in Guides on January 5, 2011

In this episode we will rest from graph theory and focus on some trivial solar system parameters. What is a typical solar system in EVE? On average it is a sun with 2.64 stargates, 0.95 stations, 8.50 planets, 43.21 moons and 10.40 asteroid belts. It is time you see solar systems far from that.

In New Eden gate network one extreme is New Eden system itself, with one planet and one stargate and nothing else (apart from EVE gate, that is). On the other side we have:

- Tash-Murkon Prime and Aghesi as systems with most stargates -
**8** - Nonni as system with most stations -
**22** - Horkkisen as system with most planets -
**18** - N8D9-Z as system with most moons -
**120** - Jarkkolen as system with most asteroid belts -
**50**

True security of solar system is floating point value ranging from 1 to -1. If we order solar systems descending by this parameter we will have following 18 systems tied first, with true security of exactly 1. Note that many other solar systems have 1.0 security rating, but this is the effect of rounding to first decimal place and their true security is actually lower than 1. Here is the list of those 18 systems:

- Domain – Amarr, Chaven, Sarum Prime
- Essence – Duripant, Luminaire
- The Forge – Kisogo, New Caldari
- Genesis – Yulai
- Heimatar – Ammold, Hulm, Pator
- Kor-Azor – Sehmy
- Lonetrek – Amsen, Todaki
- Metropolis – Ryddinjorn
- Sinq Laison – Bourynes
- Tash-Murkon – Emrayur
- Verge Vendor – Cistuvaert

High Sec system with lowest true security is Pemene (0,450192). Next one in the line is Neziel – Low Sec solar system with highest security (0,449944). The lowest security for Low Sec system is 0,029147 - Hophib. Then, we have quite a few Jove Null Sec systems, starting with 16-31U at -0.000000971, until we get to first player accessible system BMU-V1 (-0,000519), which to my surprise is nowhere near Null Sec border. End of line is occupied with 39 systems that have -1 true security:

- Branch – D4R-H7, QYZM-W, Y-1918
- Cache – 8-VC6H, K85Y-6
- Catch – 4-07MU
- Cobalt Edge – 1M7-RK, B-U299, HB-5L3, M-VACR
- Deklein – UJY-HE
- Delve – 3-DMQT
- Esoteria – C-PEWN
- Feythabolis – D4-2XN
- Fountain – PXF-RF, Y-2ANO
- Geminate – 9P4O-F
- Great Wildlands – V-IH6B
- The Kalevala Expanse – 1S-SU1, S-LHPJ
- Oasa – IAMJ-Q, P-ZWKH
- Omist – 7L9-ZC
- Outer Passage – P-T9VC
- Paragon Soul – G-M4GK, ZDYA-G
- Period Basis – MVUO-F
- Perrigen Falls – MTO2-2, VWES-Y
- Querious – B-7DFU
- The Spire – M-NP5O, OSW-0P, ZWM-BB
- Tenal – 2-3Q2G, 3-QYVE, OE-4HB
- Tenerifis – JV1V-O
- UUA-F4 – RU-97T
- Venal – WLF-D3

Other area for extremes is in distances between celestials within solar system. For example, 3-JCJT I is planet that is the closest to its sun, orbiting at mere **0.16 AU** (Astronomical Unit- about 149,597,870.7 kilometers) while the furthest is J101248 VIII, at **142.29 AU**. The closest stargate is *Stargate (XKH-6O)* in W-6GBI (**0.19 AU**). On the other hand, 9-266Q can probably be called “FC’s nightmare”. Firstly, *Stargate (BV-1JG)* orbits at **156,52 AU** from the sun and, secondly, the distance between *Stargate (BV-1JG)* and *Stargate (H-PA29)* is **283.34 AU**. With good safe spots, you could hide whole cap fleet there and support fleets would be landing in combat zones with capacitor seriously drained. Maybe it is good that the area is controlled by Guristas. For completeness, here is stargate pair that is least apart, *Stargate (9R4-EJ)* and *Stargate (Y-1W01)* in E-BWUU. The distance between them is mere **378,7km**. One sniper fleet sitting in the middle can act as two gatecamps. Two closest celestials (planets, moons, asteroid belts, stations or stargates) are two stations in Crielere:Crielere I – Ishukone Corporation Research Center and Crielere I – Duvolle Laboratories Research Center. If you want to know why, read this article.

Now time for some distances between solar systems. Two most distant solar systems are MVUO-F and M-VACR. There are **108.5 ly** (light-year – about 63,241.1 AU) between their suns. On the other hand, Ignoitton and Carrou are separated by mere **7110 AU** (which should not be a big deal for CovOps’ warp drive, if it could only lock the target correctly). Stargates that link Ignoitton with Carrou are even closer - **7054 AU**. And last but not least – the longest stargate link is between HD-JVQ and MTO2-2. It spans **36.4** ly.

That is it for this episode. If you have ideas for New Eden Topology episode theme or just a topological question, feel free to post it as a comment or send me an EVE-mail.

Stay tuned for next episodes.

New Eden Topology IV – Jump Drive Introduction

Posted by Archentar Symonia in Guides on January 21, 2011

Welcome to the fourth episode of New Eden Topology, post series about navigation through world of EVE. This time I will focus on the endgame way of travel that is by use of jump drives.

Jump drive is available only for select classes of ships and allows for near instant transfer between systems without usage of stargates or wormholes. Of course, it has several limitations like fuel consumption, restricted range and the fact that it is impossible to jump into High Sec systems. On the other hand, jump drive travel can be much faster (and safer) than by conventional means.

Maximum allowed range for a jump depends on two factors: ship type and level of Jump Drive Calibration skill. Possible ranges are summarized in following table:

Ship Type | Jump Drive Calibration skill level | |||||

I | II | III | IV | V | ||

Carrier | 11.375 | 13.000 | 14.625 | |||

Dreadnought, Rorqual, Supercarrier | 5.000 | 6.250 | 7.500 | 8.750 | 10.000 | 11.250 |

Jump Freighter | 6.250 | 7.500 | 8.750 | 10.000 | 11.250 | |

Titan | 3.500 | 4.375 | 5.250 | 6.125 | 7.000 | 7.875 |

Black Ops | 7.000 | 7.875 |

Ship Type | Jump Drive Calibration skill level | |||||

I | II | III | IV | V | ||

Carrier | 4 | 4,5 | 5 | |||

Dreadnought, Rorqual, Supercarrier | 2.5 | 3 | 3.5 | 4 | 4.5 | 5 |

Jump Freighter | 6 | 7 | 8 | 9 | 10 | |

Titan | 2.5 | 3 | 3.5 | 4 | 4.5 | 5 |

Black Ops | 7.2 | 8 |

As you can see, it ranges from 3.500 light years to 14.625 (some cells are blank since Carriers, Jump Freighters and Black Ops have Jump Drive Calibration as prerequisite).

In 64 regions of EVE Gate Network there are total 3989 jump accessible systems. No one who read Episode 2 should be surprised that Stain has most of them (132). On the other hand, Everyshore has only 9 – which is not strange for High Sec region.

In Episode 1 I have introduced radius and diameter from graph theory. In case of jump distances, we can calculate something similar, radius as maximum jump distance required to reach all systems in region from best possible source and diameter as maximum jump distance between any two systems in region. Given those definitions, Everyshore comes as one with smallest diameter (4.89 ly) and radius (2.93 with center system in Elarel). Opposite to that is Deklein with diameter of 21.84 ly and radius of 12.34 (center in RO0-AF).

But the center can be defined differently, for example as system with smallest average jump distance to any other jump accessible system in region. The extreme examples of those are Muetralle – on average only 1.67 ly from any other jump accessible system in Verge Vendor and in case of Miyeli for Domain with the value is 6.5 ly.

Some might disagree, saying that only a system with a station or outpost can be truly called a center one. Given that condition, we get Groothese in Everyshore (with maximum distance of 2.99 ly), KCDX-7 in Tenerifis (with maximum distance of 12.78 ly), Melmaniel in Verge Vendor (average distance of 1.68 ly) and DZ6-I5 in Tenerifis (average distance of 6.66 ly).

That is all for this episode but it does not exhaust the topic. In the next episode, I will review some jump drive usage scenarios and propose best systems for them.

Jump safe

Archentar Symonia

New Eden Topology V – Jump Drive Examples

Posted by Archentar Symonia in Guides on January 23, 2011

Welcome to the fifth episode of New Eden Topology, post series about navigation through world of EVE. In this post I’ll continue the topic of jump drive navigation. First, I will answer to Kirith Kodachi, a man who requires no introduction. In a comment to previous episode he asked about centre of New Eden for jump capable ships. I say it is either Astabih, which has average distance of 29.8 ly to any other system, or Siseide that is within 56.1 ly of any system. For Low Sec area only it will be Vecamia (13.7 ly on average and 23.8 ly maximum) and for Null Sec OK-6XN (31.4 ly on average) and KBP7-G (60.6 ly maximum). Now, let’s dive into examples.

Note: With Retribution 1.1, Black Ops Jump and Bridge Range got adjusted to those of Titans, making this paragraph pretty much obsolete.

Imagine you are a commander of black ops fleet. You have a black ops battleship, few stealth bombers, recon ships and maybe even strategic cruisers with CovOps subsystem. Your goal is to make someone’s day miserable (and I don’t mean people in your fleet). The question is, what system would be the best staging point for your operations. Your jump range is either 4 or 4.5 light years, and depending on that, it is either NSI-MW with **110** targets or 6UT-1K with **131** targets. Too bad there are no outpost in those systems. Alternative for that is YM-SRU or NBW-GD (**97** targets) or YM-SRU (**127**). Well, it is still not much of a use if you are not in the owning alliance. Let’s say you’d rather operate from the safety of Low Sec, which offers some nice systems like Uphallant or Iges (**68** targets) or Ausmaert (**80**). From High Sec Slays is not bad option as well, with **64** targets at 4 ly and **73** at 4.5 ly. But if you insist on using bombs, then you should probably switch Uphallant and Iges to Barleguet as it offers more juicy Null Sec targets – **39**. But let’s reverse the situation: you really hate being hot dropped by stealthy ships while ratting. In that case FMH-OV is for you, as there are only **3** systems in range.

Now we’ll escalate a bit. Imagine you have titans, supercarriers and support fleet and you search for best place from which you could deploy your “I Win” button with 7.875 ly range. The best would be 2V-ZHM with **370** potential targets or Vestouve and Espigoure with **189** targets if you prefer Low Sec. Safest place to be against such force is R97-CI or SWBV-2 (only **23** systems in range) or simply High Sec.

But let us leave this nasty violence and take a look at logistics. Let’s assume that our logistics boat is jump freighter with 10 ly jump range. Probably the best jump base for it would be Doza system. It is in High Sec and offers whole **268** (but if you are truly hardcore pilot with JDC V, go to Tolle or Manarq for **335** systems in range). Of course the problem is that you cannot jump back to High Sec base. Oulley comes to the rescue. It might not be peaceful but it has a station, is in Low Sec and has **268** systems in 10 ly range.

Last story will be about ships with the longest jump range – Carriers. Those beauties can reach systems 14.625 ly away (and 13 ly with JDC at IV, which is still better than anything else out there). Given that and the fact they can carry rigged ships, they are also used for logistics, especially when moving stuff from High Sec to Null Sec. For that purpose, I’ll recommend Iges system, again. It offers **524** target systems at maximum carrier range. Its 13 ly counterpart is Adirain with **432** targets. But if you do not care for High Sec connection and you just want to be in the system with overall most jump targets just go to AAM-1A and enjoy shuffling through **705** jump possibilities.

Jump deadly

Archentar Symonia

New Eden Topology VI – Jump Drive Extremes

Posted by Archentar Symonia in Guides on January 30, 2011

Welcome to the sixth episode of New Eden Topology, post series about navigation through world of EVE. This time there will be less storytelling and more numbers. I will present the results of jump range analysis for all regions of EVE Gate Network.

Since most of the jump capable ships have very limited presence in High Sec, in the first part of the analysis only Low Sec and Null Sec systems were considered as valid jumps origins. I have focused on 6 specific ranges, namely:

- 4 ly – old basic range of Black Ops – previously, most probably common range for stealth bomber hot-drops.
- 4.5 ly – old maximum range of Black Ops.

Since Retribution 1.1, Black Ops base Jump Range got adjusted to Titan Range, still requiring Jump Drive Calibration level 4 - 7.875 ly – maximum range of Titans (and Titan/Black Ops based hot drops), near common range for Super Carriers.
- 10 ly – common range for Dreadnoughts, Supercarriers and Jump Freighters (JDC IV).
- 13 ly – common range for Carriers.
- 14.625 – maximum possible range – Carriers at JDC V.

The results are divided into categories. First category is **System with most jump targets in range**. The winners for this category are:

Range |
System |
Target count |

4 ly | NSI-MW | 110 |

4.5 ly | 6UT-1K | 131 |

7.875 ly | 2V-ZHM | 370 |

10 ly | W-KXEX | 465 |

13 ly | C6CG-W | 602 |

14.625 ly | AAM-1A | 705 |

For **System with least jump targets in range** – which also means that there are least systems from where someone could drop on you.

Range |
System |
Target count |

4 ly | Namaili and Raravath | 1 |

4.5 ly | Namaili and Raravath | 2 |

7.875 ly | 8-VC6H | 15 |

10 ly | 8-VC6H | 22 |

13 ly | UJY-HE | 31 |

14.625 ly | UJY-HE | 43 |

For **System with most Null Sec jump targets in range**.

Range |
System |
Target count |

4 ly | NSI-MW | 110 |

4.5 ly | 6UT-1K | 131 |

7.875 ly | 2V-ZHM | 370 |

10 ly | W-KXEX | 465 |

13 ly | C6CG-W | 602 |

14.625 ly | F-QQ5N and H6-EYX | 653 |

For **System with most Low Sec jump targets in range**.

Range |
System |
Target count |

4 ly | Gayar | 55 |

4.5 ly | Chej and Naka | 63 |

7.875 ly | Basgerin | 121 |

10 ly | Vecamia | 216 |

13 ly | Adirain | 345 |

14.625 ly | Gratesier | 410 |

For **System with most jump targets with station or outpost in range**.

Range |
System |
Target count |

4 ly | 2Q-I6Q | 52 |

4.5 ly | 2Q-I6Q | 61 |

7.875 ly | Covryn and Iges | 126 |

10 ly | UTKS-5 | 189 |

13 ly | Adirain | 316 |

14.625 ly | Hevrice | 350 |

For **Best entry system**, that is system with connection to empire High Sec and most targets in range – useful for moving stuff into/out of Null Sec.

Range |
System |
Target count |

4 ly | Iges | 68 |

4.5 ly | Iges | 78 |

7.875 ly | PF-346 | 176 |

10 ly | Oulley | 268 |

13 ly | Adirain | 432 |

14.625 ly | Iges | 524 |

Second part of the analysis limits valid jump origin systems to ones that have station or outpost.

**System with most jump targets in range**

Range |
System |
Target count |

4 ly | YM-SRU and NBW-GD | 97 |

4.5 ly | YM-SRU | 127 |

7.875 ly | MJ-5F9 | 337 |

10 ly | B2J-5N | 463 |

13 ly | RY-2FX | 601 |

14.625 ly | AAM-1A | 705 |

**System with least jump targets in range**

Range |
System |
Target count |

4 ly | Namaili and Raravath | 1 |

4.5 ly | Namaili and Raravath | 2 |

7.875 ly | R97-CI and SWBV-2 | 23 |

10 ly | RG9-7U | 26 |

13 ly | RG9-7U | 42 |

14.625 ly | RG9-7U | 54 |

**System with most Null Sec jump targets in range**

Range |
System |
Target count |

4 ly | YM-SRU and NBW-GD | 97 |

4.5 ly | YM-SRU | 127 |

7.875 ly | MJ-5F9 | 337 |

10 ly | B2J-5N | 463 |

13 ly | RY-2FX | 601 |

14.625 ly | H6-EYX | 653 |

**System with most Low Sec jump targets in range**

Range |
System |
Target count |

4 ly | Gayar | 55 |

4.5 ly | Chej and Naka | 63 |

7.875 ly | Basgerin | 121 |

10 ly | Vecamia | 216 |

13 ly | Adirain | 345 |

14.625 ly | Schoorasana | 406 |

**System with most jump targets with station or outpost in range**

Range |
System |
Target count |

4 ly | Uphallant | 50 |

4.5 ly | Ausmaert and Iges | 58 |

7.875 ly | Covryn and Iges | 126 |

10 ly | Y9G-KS | 186 |

13 ly | Adirain | 316 |

14.625 ly | Hevrice | 350 |

**Best entry system**

Range |
System |
Target count |

4 ly | Iges | 68 |

4.5 ly | Iges | 78 |

7.875 ly | Ostingele | 174 |

10 ly | Oulley | 268 |

13 ly | Adirain | 432 |

14.625 ly | Iges | 524 |

Last part is dedicated to jumps originating from High Sec. This limits ships classes to Jump Freighters and Black Ops and influences possible jump ranges. Some categories are also left out. Here are the results:

**System with most jump targets in range**

Range |
System |
Target count |

4 ly | Slays | 64 |

4.5 ly | Slays | 73 |

6.26 ly | Alentene | 118 |

7.5 ly | Chiga | 163 |

8.75 ly | Keseya | 227 |

10 ly | Doza | 268 |

11.25 ly | Tolle and Manarq | 335 |

**System with most Null Sec jump targets in range**

Range |
System |
Target count |

4 ly | Chesiette | 33 |

4.5 ly | Chesiette | 36 |

6.26 ly | Torrinos | 66 |

7.5 ly | Otitoh | 99 |

8.75 ly | Adacyne and Osmeden | 140 |

10 ly | Adacyne | 184 |

11.25 ly | Kiainti | 213 |

**System with most Low Sec jump targets in range**

Range |
System |
Target count |

4 ly | Stacmon | 42 |

4.5 ly | Koona | 48 |

6.26 ly | Anzalaisio | 94 |

7.5 ly | Lirsautton | 138 |

8.75 ly | Oursulaert and Keseya | 179 |

10 ly | Stayme | 225 |

11.25 ly | Tekaima | 282 |

**System with most jump targets with station or outpost in range**

Range |
System |
Target count |

4 ly | Slays | 49 |

4.5 ly | Stacmon | 55 |

6.26 ly | Alentene | 88 |

7.5 ly | Annelle and Diaderi | 115 |

8.75 ly | Keseya | 159 |

10 ly | Dunraelare | 193 |

11.25 ly | Manarq | 250 |

Full results of this analysis are available on Google Documents. Feel free to explore it and sea what are the most interesting systems in the region you occupy.

Stay tuned for next episodes

Archentar Symonia

Darkblads EVE Infolinks