The Control Tower (or CT for short) is the central and defining structure of any Player Owned Station (or POS). No other POS structure can operate unless the Control Tower is online. The tower is used to Anchor structures around it, to provide power and control (CPU) to them, and and to manage their operation. The tower also emits a shield that defends the components (and anything parked within the shield).
Types of Control Tower
There are four racial types of Control Towers, (along with many pirate faction towers). Each control tower has its own unique racial bonuses and fitting capabilities. Each of the racial types consumes a certain element harvested from region-specific ice. While installing a foreign Tower is possible, it will be more difficult to supply.
|Shield resistances"||EM, Thermal||Thermal, Kinetic||Explosive, Kinetic||Kinetic, Thermal|
- 50% bonus to Projectile Sentry Optimal Range
- 50% bonus to Projectile Sentry Fall Off Range
- 25% bonus to Projectile Sentry RoF
- 25% bonus to Missile Battery Rate of Fire
- 50% bonus to Missile Velocity
- -75% bonus to ECM Jammer Battery Target Cycling Speed
- 50% bonus to Energy Sentry Optimal Range
- 25% bonus to Energy Sentry Damage
- 50% bonus to Silo Cargo Capacity
- 25% bonus to Hybrid Sentry Damage
- 100% bonus to Silo Cargo Capacity
Sizes of Control Tower
Control towers also come in three different sizes: large, medium, and small. Large control towers have the most shields, Power Grid, and CPU capacity but use the most fuel. Medium control towers use 1/2 of the fuel that the large towers do but have correspondingly less shields, Power Grid and CPU. Likewise, small control towers use 1/4 the fuel of a large tower but again has even less shield, Power Grid and CPU.
|full||1/2 large||1/4 large|
|Shield||35 mil||17.5 mil||8.75 mil|
|Shield radius||30 km||21 km||15 km|
|Armor||8 mil||4 mil||2 mil|
|Mass||1 mil||1 mil||1 mil|
|anchoring and positioning|
|anchoring delay||30 min||15 min||7.5 min|
|onlining delay||same as above|
|unanchoring delay||2 hours||1 hour||30 min|
|max structure distance||50 km||41 km||35 km|
|Cost||400 mil||200 mil||100 mil|
Generally you should use the smallest control tower that meets your needs, and even then it's often more desirable to run multiple small towers instead of a single medium or large. Although administrating multiple towers is more complicated, concentrating assets at a single tower simply makes it a more attractive target. Large towers for example are typically only used for capital ship hardware, with the tower's extra capacity completely devoted to shield hardeners.
Individual Control Towers
- Variation A: 10% more Armor & Shield HP than base race & -10% (Un)Anchor & Onlining times
- Variation B: 20% more Armor & Shield HP than base race & -20% (Un)Anchor & Onlining times
Control Tower Features
When a Control Tower is online, it emits a force field around it as a shield. If a player is not in the owner's corporation or does not have a password then they cannot enter the shield. The shield looks like a big blueish bubble and completely surrounds the Tower. Ships or structures cannot be targeted or fired upon within the shields of a POS -- hostiles can only target the Control Tower itself.
The strength of the shield is dependent on the Control Tower's race and size. (See the above tables.) For a Large Control Tower this can be up to 50 million hitpoints, which will take hundreds of battleships or several Dreadnoughts pounding it for hours to take it down. (See also: Siege)
As stated earlier, the Control Tower is used to manage all other structures - this includes turrets and launchers you Anchor to protect your base. The Control Tower can be set to fire on anyone based on standings, their standings to the owner's corporation or whether they fire on friendlies or the POS. There are also options to set a password so friendlies can pass through the shields and have safety within its field.
The Control Tower settings governs the rules of how your POS defends itself against other corporations and determines who is allowed within its shields.
Power and control
Fueling a Control Tower
A Control Tower runs on fuel blocks. They are consumed every hour, with a fuel saving to be made by using faction towers. The 'standard' and the two faction levels are listed below:
- The large control tower uses 40 fuel blocks per hour with the 'A' type faction tower using 36 and the 'B' type faction tower using 32.
- The medium control tower uses 20 blocks, with the 'A' type faction tower using 18 and the 'B' type faction tower using 16.
- The small control tower uses 10 blocks, with the 'A' type faction tower using 9 and the 'B' type faction tower using 8.
In 0.5 security space and above Starbase Charters are required by the controlling region's faction, ie Amarr, Caldari, Gallente, Minmatar. The Starbase Charters are consumed at one per hour irrespective of the size of the tower.
Historically, control towers used to be fuelled by individual components (coolant; enriched uranium; heavy water; liquid ozone; mechanical parts; oxygen, and robotics). Additionally each races' control towers required a specific isotope to function, (Amarr - Helium Isotopes; Caldari - Nitrogen Isotopes; Gallente - Oxygen Isotopes; Minmatar - Hydrogen Isotopes). The control, measurement, and storage of these fuels required careful monitoring due to the differing consumption rates between each fuel type, as well as the differing rate of a particular fuel depending upon how much power was being drawn from the tower.
As a result four different racial Fuel Blocks were created, which contain the correct ratios of each races' particular fuel requirements irrespective of the power demand on the control tower, as well as the correct racial isotope.
Fuel Block blueprints can be purchased on the open market by POS owners or industrialists, and used to create Fuel Blocks to use or sell.
The EVE API can be used with a director api key to query tower fuel reserves. Many spaceholding alliances have written their own software to make use of this functionality, providing features such as RSS or XMPP alerts when towers are approaching empty, or computing fuel requirements to simplify importing and filling.