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Introduction to Faction Warfare

Empire FW, Insurgencies, How to Join, Hints and Tips

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Class Overview

  • What is FW?
  • Empire FW
  • Pirate FW (Insurgencies)
  • Joining Faction Warfare
  • Hints and Tips
  • Q&A

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What is Faction Warfare?

  • FW centres around two warzones, located in low sec on the borders of their respective empires:
    • Amarr-Minmatar war zone (Southern WZ)
    • Caldari-Gallente war zone (Northern WZ)
  • In these warzones, FW pilots attempt to conquer star systems and are rewarded with Loyalty Points (LP) and faction standings
  • Pilots can sign up for an empire or a pirate faction.
  • All FW pilots are at war with two other factions in the warzone. FW pilots can attack and be attacked by:
    • Pilots fighting for enemy factions anywhere in space
    • Enemy NPC faction navies patrolling their faction’s high-sec
  • FW pirates are at war against both factions in the respective warzone

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vs

vs

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Goals

  • The main goal of FW is system control for system-wide rewards, such as:
      • Deny station docking rights for pilots of the opposing empire militia (unless the system is the Frontline)
      • Security mechanics downgrade: low sec -> null sec, high sec -> low sec (level 5 corruption)
  • It is possible to capture the entire empire warzone, although there is no special reward for this achievement

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Empire FW

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System control

  • Victory points (VP)
    • Earn 75,000 VP to make the IHub vulnerable
    • The contested number is the percentage of accrued VP required to successfully flip a system
  • Advantage
    • Advantage in a system makes it easier to capture and defend a system. Advantage increases VP gain
  • Infrastructure Hub (IHub)
    • Lots of hit points
    • Need a fleet to destroy it
    • After IHub is destroyed, the system will change the owner after the next downtime
  • Loyalty points (LP)
    • Main reward for completing FW objectives
    • Exchange LP for items in LP stores and sell them for ISK

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System types

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System

Location

LP amount

Complex respawn

Special sites

Frontline

Next to enemy systems

150%

20 mins

Battlefields

Rendezvous (RV) points

Supply depots

Command Operations

1 jump from the Frontline

100% (base)

40 mins

Rendezvous (RV) points

Pirate FOBs

Supply depots

Rearguard

All other systems in WZ

1%

60 mins

Operation centres

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Complexes (1/3)

  • Navigation
    • All available complexes are visible as anomalies in the probe scanner window
    • When someone initiates warp to a complex for the first time, it appears on the overview
    • You can see ships in active complexes with 5-degree angle or 1 AU DScan (except combat recons)
  • Objectives
    • Kill enemy NPC ships (offensive plexing only)
    • Watch timer tick down
  • Exceeding optimal fleet size reduces site payout
  • Defensive plexing payouts are proportional to the system contested level

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Empire FW complex types

Faction

Ship size

Ship tech

Max fleet size payout

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Complexes (2/3)

  • Outside a complex
    • Deadspace area with acceleration gate
    • 100km gate activation radius
  • Inside a complex
    • Deadspace pocket with a warp-in beacon and a capture point
    • Accessible only via acceleration gate
    • 30km capture area
    • Cloaking disabled in the capture area
    • All incoming ships always land on the warp-in beacon
  • Deadspace rules
    • No on-grid warps, no cynos
    • Warp to a ship, combat scan result or bookmark on grid (inside or outside) = warp to the outside acceleration gate at a specified distance

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Complexes (3/3)

  • T3 ships can enter only larger ADV 1 size larger than normal, i.e. T3 destroyers – medium ADV and above, etc.
  • Pirate, SoE (Astero, Stratios, Nestor) and SoCT (Metamorphosis, Sunesis, Gnosis, Praxis) ships are considered ADV
  • Scout ADV-1 sites were added in June 2025

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Name

Allowed ships

Allowed tech

Possible sizes

Capture time, minutes

Appropriate DPS

VP

LP (NVY/ADV 1, frontlines)

Scout

Frigates

NVY/ADV

1 or 2

10

100

25/40

15,000/15,000

Small

Destroyers and smaller

NVY/ADV

1 or 2

10

175

50/75

22,500/26,250

Medium

Cruisers and smaller

NVY/ADV

1 or 3

15

250

150/175

30,000/37,500

Large

Battleships and smaller

NVY/ADV

1 or 4

15

450

250/300

37,500/37,500

Open

Not gated

Not gated

5

15

450

350

45,000

Battlefield

Battleships and smaller

NVY

30

30

Fleet

2,000

150,000

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Battlefields

  • Spawns only in Frontline systems
  • Large NVY, size 30, 3 capture points
  • Shoot enemy NPCs and hold capture points to run timer. Needs a fleet
  • ≈30 mins uncontested, 2,000 VP, +15% Advantage, up to 150,000 LP
  • Own faction, neutrals and enemy all take the same gate but land at different beacons
  • You must be within 200km �of the entrance beacon �to the site for at least �3 minutes to get paid LP

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Gallente

Deadspace

Acceleration gate

Caldari

Neutrals

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Other empire FW activities

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Activity

LP

VP

Adv

Usual group

Rewards

Comments

Supply depots

Solo

(~10 minutes)

15k LP, -2% Advantage

      • Appears on the overview, guarded by enemy NPCs
      • Destroy the structure (Supply Depot) to complete the site

Rendezvous (RV) points

Solo

(~10 minutes)

10k LP, +2% Advantage

      • Require probing, but easily scanned down at 8 AU with minimal skills
      • Shoot all spawns and the last officer battleship to complete the site

Advantage structures*

Small fleet

(15-20 minutes)

10k LP, +2% or -2% Advantage

      • 10 min anchoring timer after deployment
      • Enemy NPCs spawn to shoot at the structure and interrupt the timer

Operation centres

Solo

(~5 minutes)

Random loot

(up to 120 mln ISK)

      • Require probing, sites have 5 cans, initially unguarded
      • Enemy NPCs will warp in after the first successful hack

Missions

Solo

LP (depends on many parameters)

      • Similar to normal combat missions, more traveling and easier combat
      • LP rewards in Nov’2022 were nerfed to ~25% of what they used to be
  • Advantage structures:
    • Listening Outposts subtract advantage from the opposing faction. Sold in FW LP shops for decoders of the opposing faction
    • Propaganda Broadcast Structures add advantage to your faction. Sold in FW LP shops for encoders of the opposing faction

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Insurgencies

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System control

  • Setup phase
    • Insurgencies usually start in a random Command Operation system
    • Forward Operating Base (FOB) appears in the initial Insurgency system
    • FOB has a similar function to the empire FW IHub
    • In addition, FOBs offer tethering, docking and fitting to pilots enlisted in pirate FW
    • Insurgency starts 1 day after FOB spawns
  • Corruption and suppression
    • Complete sites to increase corruption (for pilots in pirate FW) or suppression (for pilots in empire FW)
    • Each corruption and suppression level trigger specific events. Max 5 levels (stages)

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Win condition

  • Reach a certain number of systems at level 5 corruption or suppression (min 5 and max 20, depends on the ambition modifier).
  • In addition, empire FW pilots must destroy pirate FOB. FOB drops 1.5 billion ISK in average in loot
  • If pirates win it makes the IHub in the system with the FOB vulnerable no matter the amount of VP the attacking faction had
  • Ambition modifier depends on the results of previous insurgencies (+1 system to capture for winners and -1 for losers)
  • Insurgency ends in 2 weeks as a draw if both sides didn’t reach the required number of systems at level 5 corruption or suppression

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Corruption and suppression events

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Except high sec with security status above 0.7

Low sec -> null sec�High sec -> low sec

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Insurgency activities

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Activity

Spawn

Size

Rewards

Comments

Corporate Outpost Raid

All insurgency systems

See empire FW complexes

See empire FW complexes

      • Similar to empire FW complexes
      • More NPCs and all complexes are ADV. Some NPCs have warp disruptors

Mining Op Ambush

Corruption 1+

10

50,000 LP

      • Players attack or defend an ORE Rorqual that pirate forces have tackled

Ice Refinery Heist

Corruption 3-4

30

150,000 LP

      • Players must escort fuel tankers to either a pirate loading scaffold or an ORE fuel loading dock

Hunt special roaming NPCs

Corruption or Suppression 3+

Not applicable

Loot

      • Sell loot in Pirate Laundering Facilities (for pirates, in FOB system) and Counter-Insurgency Outposts (for militia, in Mehatoor (Amarr), Onnamon (Caldari), Intaki (Gallente), Amo (Minmatar)

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Joining Faction Warfare

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Corporations

  • Ways to join
    • Joining a Corporation / Alliance that is part of FW
    • Joining FW individually: EVE Uni members are currently allowed to join any FW
  • Enlisting and retiring
    • For direct enlistment, you need non-negative unmodified (base) standings with the chosen faction (unlike missions or epic arcs that use modified standings)
    • For corporation enlistment, the corporation must have positive average unmodified standings with the chosen faction
  • Once you have retired from a FW militia you may not enlist in FW again for 24 hours, after which time you may re-enlist at will

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Direct enlistment

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2

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Standings and progression

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Action

NPC FW corporation standings

Faction standings

Derived standings

Security status

Capture complex (eventually leads to promotion)

Increased

No impact

No

No impact

Promotion*

Increased

Increased

Yes

No impact

Aggress enemy FW pilot in player corporation

No impact

No impact

No

No impact

Aggress enemy FW pilot in NPC FW corporation

Reduced

No impact

No

No impact

Aggress neutral pilot

No impact

No impact

No

Reduced

Aggress friendly militia pilots**

Reduced

Reduced

No

No impact

Kill faction NPC (missions)

Reduced

Reduced

Yes

No impact

Complete FW mission

Increased

No impact

No

No impact

*) Promotion is based on your standing with the NPC FW militia corporation and VP gained for the faction you are fighting for. Promotion only affects standings, there are no other rewards

**) Area-of-effect (AoE) weapons count as aggression. Avoid using smartbombs or ECM burst in FW fleets!

**) Standings penalties do not apply if a friendly pilot has suspect or criminal flag

***) Joining or leaving FW has no impact on standings

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Hints and tips

  • Etiquette in FW:
    • With fixed site and max payout per pilot, extra pilots reduce everyone’s payout. Extra pilots are called seagulls, and often shot
    • Sitting in the BF at 200km away in a frigate is also being a seagull. Sitting at the beacon without helping capture / defend the site is also being a seagull – don’t do it
  • Work together
  • The Agency tab shows you neighbouring system complexes
  • LP -> ISK
    • Check LP/ISK values: https://www.fuzzwork.co.uk/lpstore/
    • Good value and liquid items: ship BPCs, datacores, ammo
    • FW corporation or militia LP buybacks (fast, not the best rates)

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Coordination

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What is next?

  • In-depth FW mechanics: “Faction Warfare Tutorial Series” on EVE Uni YouTube channel
  • Practice: weekly FW classes in EVE Uni (see Discord events)
  • Solo PvP: “EVE Frigates Yearbook” on EVE Frigates Parteon

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Q&A

Please leave feedback via the Class Feedback Form linked in chat!

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