2026-02-25
To New Eden Capsuleers,
EVE Echoes will undergo maintenance on 2/25/2026 at 08:00 (UTC+0) and will take approximately 120 minutes to complete. During this time, players will be unable to log in to the game. We kindly ask for your understanding and patience during the maintenance.
Megacorporation League
To help Capsuleers sharpen their skills and give everyone more chances to clash and connect, CONCORD is launching the very first Megacorporation League! This tournament is currently in a trial phase. During the event, if you encounter issues or have any suggestions, please feel free to provide feedback to us, Capsuleers. Let's work together to improve the competition step-by-step.
This tournament is undergoing a major overhaul!
Dual brackets unlocked: two independent brackets, "Standard Tonnage" and "Small Capital Ship Tonnage," will be available, and the same Corporation can register for both at the same time!
Brand-new qualifying system: all eligible Corporations can sign up. The top 32 will be decided through a PvE time-trial qualifier and will advance to the knockout stage!
Revamped knockout gameplay: say goodbye to traditional structure-bashing—an all-new capture mode is here! Fight over three neutral structures on the battlefield to accumulate victory points and decide the winner within 30 minutes!
Sovereignty Solar System Rewards: In each bracket, the top 4 Corporations will directly receive time-limited exclusive Sovereignty Solar System, leaving your immortal mark upon the stars!
[Tournament Overview]
1. The Corporation League is divided into a Standard Tonnage Bracket and a Small Capital Ship Tonnage Bracket. The Standard Tonnage Bracket only allows Battleships and smaller hulls. The Small Capital Ship Tonnage Bracket only allows Assault Carriers, Force Auxiliaries, Carriers, Dreadnoughts, and Battleships and smaller hulls. The same Corporation may sign up for both brackets at the same time.
2. Each bracket consists of a Qualifier and a Knockout Stage. The Qualifier is a 20-player PvE mode, where participants must enter the battlefield within the match time and eliminate the CONCORD-simulated Wasteseeker forces. Results will be ranked based on finish time and the number of enemies killed, and the top 32 Corporations will advance to the Knockout. In the Knockout, the 32 advancing Corporations will be matched 1v1 at random by the system in a 20-player capture mode. Participants of both sides must capture 3 stronghold structures on the map within the combat time, continuously gaining points provided by the strongholds they hold. The winner advances to the next Knockout round. For detailed rules, please refer to the related posts in the community.
3. This tournament uses a no-loss mode. Each match has 15 minutes of preparation time and 30 minutes of combat time. If no Capsuleer enters the battlefield before the preparation time ends, the match will be invalidated. In the Qualifier this yields a score of 0; in the Knockout Stage the initiator is considered the winner.
The Qualifier consists of special system-created Clashes. To avoid excessive load at a single time causing server issues, once the Qualifier phase begins, the system will randomly divide the registered Corporations into batches and create Qualifier matches that start at staggered times, a few minutes apart. To ensure fairness, after a Corporation finishes its first Qualifier, the Corporation CEO will receive an email asking whether to request a rematch. The CEO must confirm within 20 minutes. Once a rematch is confirmed, the system will automatically initiate a Qualifier rematch, which will start 30 minutes after the previous Qualifier ends. The Qualifier result will be the better score of the two runs.
4. The Knockout adopts a single-elimination format. The tournament consists of five stages: Round of 32, Round of 16, Quarterfinals, Semifinals, and the Final and Third-Place Playoff. To introduce a level of randomness to the matchups, the Quarterfinal and Semifinal pairings will be re-drawn randomly.
5. During the Corporation League, please avoid initiating other Battle Requests within 2 hours before or after any match time, to prevent abnormal league data.
6. For the knockout stage, the Corporation CEO or Director must initiate and accept the match on the event page and pay the Battlefield Rent 1 hour before the scheduled match time.
[Match Schedule]
The match times are currently provisional. If there is any delay, the schedule will be updated and a notice will be sent.
Overseas time is based on UTC+0:
Registration Period: February 26, 2026, 08:00:00 to March 6, 2025, 23:59:59
Standard Tonnage Schedule:
Qualifiers: March 7, 2026, 17:00:00 to 17:45:00
Qualifier Rematch: After the Qualifier ends, the Corporation CEO can confirm and initiate a rematch via mail within 20 minutes. The rematch will start 30 minutes after the first Qualifier finish, and the battlefield will last for 45 minutes.
Once the Qualifiers wrap up, the Knockout Stage will kick off at 00:00, March 13, 2026 (UTC+0). When the time comes, keep an eye on the opponent assigned by the system, and be sure to send your battle invitation from the event page in time.
Round of 32 (32 to 16): March 14, 2026, 17:00:00 to 17:45:00
Round of 16 (16 to 8): March 15, 2026, 17:00:00 to 17:45:00
Quarterfinals (8 to 4): March 21, 2026, 17:00:00 to 17:45:00
Semifinals: March 22, 2026, 17:00:00 to 17:45:00
Final and Third-Place Playoff: March 28, 2026, 17:00:00 to 17:45:00
Small Capital Ship Tonnage Schedule:
Qualifiers: March 8, 2026, 17:00:00 to 17:45:00
Qualifier Rematch: After the Qualifier ends, the Corporation CEO can confirm and initiate a rematch via mail within 20 minutes. The rematch will start 30 minutes after the first Qualifier finish, and the battlefield will last for 45 minutes.
Once the Qualifiers wrap up, the Knockout Stage will kick off at 00:00, March 13, 2026 (UTC+0). When the time comes, keep an eye on the opponent assigned by the system, and be sure to send your battle invitation from the event page in time.
Round of 32 (32 to 16): March 14, 2026, 19:00:00 to 19:45:00
Round of 16 (16 to 8): March 15, 2026, 19:00:00 to 19:45:00
Quarterfinals (8 to 4): March 21, 2026, 19:00:00 to 19:45:00
Semifinals: March 22, 2026, 19:00:00 to 19:45:00
Final and Third-Place Playoff: March 28, 2026, 19:00:00 to 19:45:00
[Registration Rules]
1. The Corporation CEO and Directors can register on the event page and may sign up for both the Standard Tonnage and Small Capital Ship Tonnage brackets. This tournament adopts a no-loss mode. Different brackets require different entry fees: the Standard Tonnage bracket fee is 10 billion Corporation ISK, and the Small Capital Ship bracket fee is 30 billion Corporation ISK. Entry fees are non-refundable once registration is successful.
2. When registering, each bracket requires a roster of 20–30 participants. Only Capsuleers on the submitted roster will be allowed to enter the battlefield. The two brackets have completely separate rosters; the same members cannot participate in both.
3. Each Clash has a max limit of 20 slots. Once a registered participant enters the battlefield, they occupy 1 slot in that Clash. Leaving mid-match does not free up that slot. After all slots are used, any remaining listed participants who have not yet entered the battlefield will be unable to enter that match.
4. Before the end of the registration phase, the Corporation CEO or Directors may freely edit the participant list.
5. After the registration phase ends, members can no longer be changed, including those who drop out mid-tournament. CEOs and Directors should choose carefully.
[Corporation Registration Requirements]
1. Corporation Tech level ≥ 6.
2. The Corporation has been established for ≥ 30 days.
3. Corporation member count ≥ 50.
4. Number of Omega members in the Corporation ≥ 20.
5. The Corporation CEO is not banned.
6. The Corporation is not currently banned or under penalty.
During the competition, the CEO and Directors of each Corporation are considered the default points of contact for communication with the Scope development team before and after matches.
[Participant Requirements]
1. The participant has been in the current Corporation for ≥ 30 days.
2. The participant's account is not banned.
3. In the same tournament season, a player can only join one bracket. If they join the Standard Tonnage Bracket, they cannot join the Small Capital Ship Tonnage Bracket, and vice versa.
4. The participant is not in a tournament off-season period.
[Tournament Off-season]
1. In a single tournament, participants listed by any Corporation that finishes in the top 4 of any bracket will receive a Tournament Off-season Period and will not be able to register for the Corporation League for the next 2 seasons.
2. Example: Corporation A's roster "a" gets 1st place in the Small Capital Ship Tonnage Bracket, while roster "b" in the Standard Tonnage Bracket does not make top 4. All members on roster "a" of Corporation A (whether or not they actually entered the battlefield) will receive a Tournament Off-season Period.
3. The Tournament Off-season Period does not expire if the Capsuleer leaves their original Corporation and joins a new one.
[Qualifiers & Qualifier Rematches]
1. The Qualifier consists of special system-created Clashes. To avoid excessive load at a single time causing server issues, once the Qualifier phase begins, the system will randomly divide the registered Corporations into batches and create Qualifier matches that start at staggered times, a few minutes apart. To ensure fairness, after a Corporation finishes its first Qualifier, the Corporation CEO will receive an email asking whether to request a rematch. The CEO must confirm within 20 minutes. Once a rematch is confirmed, the system will automatically initiate a Qualifier rematch, which will start 30 minutes after the previous Qualifier ends. The Qualifier result will be the better score of the two runs.
2. The Qualifier is a 20-player PvE mode. Participants must enter the battlefield during the match time and eliminate Wasteseeker forces simulated by CONCORD. Results are ranked based on clear time and the number of enemies destroyed. The top 32 Corporations advance to the Knockout Stage.
3. Corporation members can pilot their ships into the match battlefield from a Station, a Personal Citadel, or a Corporation Citadel. After entering the qualifier, there will be a 15-minute preparation phase during which warping is disabled. When preparation ends, you must finish the match within 30 minutes.
4. In the no-loss mode matches, players can re-enter the match multiple times after their ship is destroyed. However, be aware that as the match progresses, there will be a Cooldown Time for re-entering the battlefield, with a maximum wait time of 120 seconds. So, plan your strategy in the match accordingly.
5. Match results will be displayed in the schedule. However, because there is a chance for a rematch in the qualifier, rankings may fluctuate. Please refer to the final rankings at the end of the Qualifier Stage.
6. During the Qualifier Stage, the Standard Tonnage matches and the Small Capital Ship Tonnage matches are held on Saturday and Sunday respectively. Capsuleers, keep an eye on the match schedule.
7. Qualifier Ranking Rules (top 32 Corporations by results):
1) Faster clear time ranks higher.
2) If clear times are identical, ranking is decided at random.
3) If the stage is not cleared, Corporations are ranked by number of enemies destroyed, from highest to lowest.
4) If the number of enemies destroyed is the same, ranking is decided at random.
* During the Corporation League, please avoid initiating other Battle Requests or manually canceling system-created Clashes within 2 hours before or after a match, to prevent abnormal league data.
* If server issues or other force majeure events affect the tournament, we will do our best to maintain fairness, but it may not be possible to arrange rematches. Thank you for your understanding.
*When re-entering the qualifier battlefield, all ship module CDs and Nanocore mode Cooldown Time will be reset.
[Knockout Stage]
1. During the Knockout Stage, the system will randomly match the 32 qualified Corporations for 1v1 battles. Once the Knockout Stage kicks off, the Corporation CEO or Director must initiate and accept the match on the event page 1 hour before the match time and pay the Battlefield Rent.
2. The Knockout Stage uses a 20-player capture mode. Participants from both sides must capture 3 stronghold structures on the battlefield during the battle and continuously gain points from the captured strongholds. The winner advances to the next round.
3. Corporation members can pilot their ships into the match battlefield from a Station, a Personal Citadel, or a Corporation Citadel. During the Knockout Stage, there will be a 15-minute preparation time during which warping is disabled. Once preparation ends, you must try to earn as many points as possible within 30 minutes.
4. In the no-loss mode matches, players can re-enter the match multiple times after their ship is destroyed. However, be aware that as the match progresses, there will be a Cooldown Time for re-entering the battlefield, with a maximum wait time of 120 seconds. So, plan your strategy in the match accordingly.
5. If both teams forfeit the previous round, resulting in an odd number of advancing teams, a bye may occur in the next round according to the random pairing rules. In this case, the team with the bye will advance directly to the next round.
6. The results and match details will be announced on the Event Page [Schedule] at the corresponding position after each round.
[Capture Mode]
This mode is a new addition to Corporation Clash and will be used for the Knockout Stage of this league.
1. Each side has one Base. Bases cannot be attacked.
2. There are 3 neutral stronghold structures between the two Bases. Strongholds cannot be attacked. Capsuleers from both sides need to move into the stronghold area to capture it.
1) Capture progress only increases when there are members of a single Corporation within the stronghold structure's area. Once the capture progress bar is full, the structure's ownership changes.
2) If members of both Corporations are within the stronghold structure's area, capture progress is paused.
3) To capture a stronghold structure, at least one member of your Corporation must remain within the structure's area; otherwise, the ongoing capture progress will gradually be cleared.
4) When a stronghold structure has been captured by Corporation A and Corporation B attempts to seize it, the capture progress will first move from A's control back to neutral, and then proceed into B's capture state.
3. Every stronghold structure controlled by your side generates 100 points every 10 seconds.
1) Before a stronghold structure returns to neutral, as long as it is still under one side's control, and the two sides are contesting it or its capture progress is being cleared, it will continue to generate points. It only stops generating points once it becomes neutral.
4. Capture Mode provides an in-battle Star Charts view, showing stronghold capture status, current score, the number of allies and enemies, and the remaining time.
The rules for displaying ally/enemy numbers are as follows:
1) Our territory (Base/Assemble point): Both ally and enemy numbers are visible.
2) Central area: Both sides can see ally and enemy numbers.
3) Enemy territory (Base/Assemble point): Neither side's numbers are visible.
5. Victory conditions for Capture Mode:
1) During the combat time, the first Corporation to reach the target score wins.
2) If time runs out, the Corporation with the higher score wins.
3) If scores are tied, the side that has lost fewer ships wins.
4) If all of the above are identical, the match is considered a draw. In a Corporation League match, the initiating side of the match will be declared the winner.
Special Win-Loss Conditions:
The Corporation must initiate or accept a Clash on the event page at least 1 hour before the match time. If a Clash is initiated but not carried out, the inviting side may cancel it and send a new invitation. If neither side initiates a Clash during the schedule, both sides are considered to have forfeited. If the invited side refuses the Clash, delays and avoids battle, or if the Clash ends in a draw, the inviting side is deemed the winner. If both sides successfully initiate a Clash but no one joins the battle afterward, the inviting side is deemed the winner.
[Rewards]
Standard Tonnage
1st Place (Champion): -1.0 Sovereignty System (limited time) + Corporation Tech points reward × 2,550,000 + Corporation IPs × 1,300 + Champion Medal × 200
2nd Place (Runner-up): -0.9 Sovereignty System (limited time) + Corporation Tech points reward × 2,000,000 + Corporation IPs × 1,300 + 1st Runner-up Medal × 150
3rd Place (Third Place): -0.8 Sovereignty System (limited time) + Corporation Tech points reward × 1,750,000 + Corporation IPs × 1,300 + 2nd Runner-up Medal × 100
4th Place (Loser of 3rd Place Playoff): -0.8 Sovereignty System (limited time) + Corporation Tech points reward × 1,500,000 + Corporation IPs × 1,200 + Participation Medal × 80
Top 8 Elimination Reward: Corporation Tech points reward × 1,250,000 + Corporation IPs × 1,200 + Participation Medal × 70
Top 16 Elimination Reward: Corporation Tech points reward × 1,000,000 + Corporation IPs × 1,100 + Participation Medal × 60
Top 32 Elimination Reward: Corporation Tech points reward × 750,000 + Corporation IPs × 1,000 + Participation Medal × 50
Qualifiers Elimination Reward: Corporation Tech points reward × 500,000 + Corporation IPs × 900 + Participation Medal × 30
Small Capital Ship Tonnage
1st Place (Champion): -1.0++ Sovereignty System (limited time) + Corporation Tech points reward × 2,550,000 + Corporation IPs × 2,600 + Champion Medal × 200
2nd Place (Runner-up): -1.0+ Sovereignty System (limited time) + Corporation Tech points reward × 2,000,000 + Corporation IPs × 2,600 + 1st Runner-up Medal × 150
3rd Place (Third Place): -1.0 Sovereignty System (limited time) + Corporation Tech points reward × 1,750,000 + Corporation IPs × 2,600 + 2nd Runner-up Medal × 100
4th Place (Loser of 3rd Place Playoff): -1.0 Sovereignty System (limited time) + Corporation Tech points reward × 1,500,000 + Corporation IPs × 2,400 + Participation Medal × 80
Top 8 Elimination Reward: Corporation Tech points reward × 1,250,000 + Corporation IPs × 2,400 + Participation Medal × 70
Top 16 Elimination Reward: Corporation Tech points reward × 1,000,000 + Corporation IPs × 2,200 + Participation Medal × 60
Top 32 Elimination Reward: Corporation Tech points reward × 750,000 + Corporation IPs × 2,000 + Participation Medal × 50
Qualifiers Elimination Reward: Corporation Tech points reward × 500,000 + Corporation IPs × 1,800 + Participation Medal × 30
Note: The medals for the champion, 1st runner-up, 2nd runner-up, and participation awards are exclusive commemorative medals for the Corporation League, each with distinct designs
The Sovereignty rewards for this tournament are valid for 3 months. The duration will be adjusted later based on actual circumstances.
Balance Adjustments
Structure Management Feature Update
A new "Evict" service has been added to the station services of Capsuleer Outposts and Corporation Outposts. Outpost owners, CEOs, and Corporation Directors can send notifications to visitors who do not have docking authority, requiring them to leave the outpost within a specified time.
After receiving the notification, visitors must leave the station within 24 hours. If they do not leave, they will be ejected to a random location in space once the countdown ends.
Reminder: After receiving the notification, you can pilot an Interceptor or other highly mobile ships to leave, or disembark and execute the capsule self-destruct command. Leaving your ship docked in the station and using delivery will improve safety.
Supplies Gathering Mission Update
Added supplies gathering missions for basic-model battleships, and removed the introductory rig and module gathering missions.
Module Adjustment
After refitting the Lucent-Moon class for fighters, it can mount a Networked Sensor Array; after a Lightweight refit, it can mount a Capital Ship Cynosural Field Generator.
The powergrid requirement of Small, Medium, and Large Armor Repairers has been reduced by about 25%.
Empire-series Capital Ship modules now support the jettison function.
Capital Ship and Structure general-purpose close-in guns: damage +6.7%, range +12.5%.
Capital Ship and Structure Light close-in guns: damage +50%, range +33%, per-shot tracking speed bonus and maximum tracking speed bonus +100%.
The Adaptive Armor Hardener has been changed to a passive module. It takes effect once fitted and no longer needs to be activated.
The Signal Amplifier has been adjusted so it can no longer auto-repeat after activation (this module belongs to the signal damage control category; bug fixed).
Structure Module Adjustment
Small Structure Missiles: damage +50%/+25% (Standard/Enhanced), maximum velocity increased to 10 km/s–12 km/s, flight time reduced to 15s, total range increased by about 17%.
Medium Structure Missiles: damage +50%/+25%, maximum velocity increased to 12.5 km/s–15 km/s, flight time reduced to 15s, total range increased by about 17%.
Large Structure Missiles: damage +50%/+25%, maximum velocity increased to 15 km/s–18 km/s, flight time reduced to 15s, total range increased by approximately 17%
XL Structure Missiles: damage +100%/+50%, maximum velocity increased to 20 km/s–24 km/s, flight time reduced to 15s, total range increased by approximately 42%
Structure Energy Neutralizers: Activation time reduced from 20s to 15s. Capacitor consumption and neutralized capacitor amount +50%/+25% (Standard/Enhanced).
Structure Siege Array has been adjusted so that Medium Alliances with no more than 50 Sovereignty can use it.
Structure Damage Control and Structure Siege Array have been adjusted so that Medium Alliances with no more than 60 Sovereignty can use them.
New Event
Sansha Recon Fleet
The Sansha Recon Fleet is massing once again and is about to traverse wormholes to begin a new round of reconnaissance across all Regions of New Eden, which is expected to last 2 weeks. Capsuleers can search for the Sansha Recon Fleet in nearby Systems and defeat them to obtain generous loot.
Note that the Sansha fleet moves through wormholes, and Sansha Capital Ships may appear even in high sec systems. Additionally, the radical Sansha warships boast superior performance, so Capsuleers piloting low-tonnage ships are advised to avoid them.
Main Rewards:
Merits, LP, bounty, damaged Carrier hulls, module and rig blueprints, etc.
Fortune Golden Meow
Event Duration: February 25, 2026, 08:00 - March 18, 2026, 08:00 (UTC+0)
Participate in searching for planetary resource points to obtain rare rewards, with a chance to receive the core reward: Capital Ship Nanocore Bundle (Stellar Gold Meow)!
Each search costs AUR and guarantees one reward. The more searches you perform, the higher the AUR cost. Meanwhile, the chance of obtaining core rewards will gradually increase along too.
Blue-and-White Galaxy: Event Manual
Event Duration: February 25, 2026, 08:00 - March 18, 2026, 08:00 (UTC+0)
Blue-and-White Galaxy: Event Manual is now available!
Complete designated missions to obtain bountiful rewards. Unlocking the manual grants additional rewards such as Regular Core Opt (Blue-and-White Porcelain), Nanolattice materials, and more.
Navigator Program
Event Duration: February 25, 2026, 08:00 - March 16, 2026, 08:00 (UTC+0)
The Navigator Program is on again! Top up a total of 499 AUR to start a new round of monthly Skill Points replenishment. Top up to a certain amount of AUR for additional rewards. Please refer to the in-game descriptions for details.
Recommended New Arrivals
Abundance Gravitational Wave Graph returns! Upon activating the resource points recorded in the Abundance Gravitational Wave Graph, you are guaranteed to obtain 1–3 Wings of Abundance Supercarrier Datacores (tradeable).
Reprocessing 200 Wings of Abundance Supercarrier Datacores will yield a Supercarrier Core Opt Supply (Wings of Abundance).
Note: Once reprocessed into the Supercarrier Core Opt Supply (Wings of Abundance), it will no longer be tradeable.
A brand-new weekly supply of three-type Nanocore material is now available, granting a large amount of Nanocore development items every week.
Insurance Points Pack Update
To reduce the proportion of IPs purchased with PLEX and increase PLEX supply on the market, we will adjust several IP packs and release new packs.
1. The IP & Clones Pack purchase limit will be changed from once per week to once per month and moved to the “Recommended” store. The PLEX price is 600. A new AUR payment option will be added with a 5% discount, costing 570 AUR. Both payment methods share the same purchase limit.
2. A new “IP Conversion Pack” will be added to the ISK Exchange Store. It contains 700 IPs and is priced at 100 PLEX with a 5% discount. However, this item can only be bought with ISK, and its price in ISK will be dynamically calculated based on the market price of 100 PLEX (discounted to 95). More New Eden Store items purchasable with ISK will be introduced in the future.
3. In the Recommended section of the New Eden Store, the Corporation IP Pack and Corporation IP Small Supply will be removed. A new weekly Corporation IP Pack and a standard IP Pack suitable for individual Capsuleers will be added, each with a weekly purchase limit of 10.
Nanocore Upgrade Optimization
All model-specific Nano Sources can now be reprocessed into the universal model at a 1:1 ratio.
Navigation Optimization
After activating the Sun Chaser Navigation System to jump in Empire Solar Systems, fatigue will be cleared immediately, and you can jump again as soon as the engine reboot timer ends.
Optimizations
Optimized Nanocore market categories: cores are now displayed by series, and older models such as "Recruit" and "Breeze" have been moved to the old goods market.
Optimized descriptions for some modules, adding more detailed explanations and removing redundant text.
The number of daily Corporation Clashes that can be initiated has been increased from 5 to 10.
Optimized the names of the Thermomagnetic Storm, Breeze, and Monsoon Nanocore series.
Bug Fixes
Fixed an issue where the Marshal's turret model was displayed in the wrong position.
Fixed an issue where delivered assets might fail to display in certain Solar Systems.
Fixed an issue with the Ansiblex Stargate tolls. Ships of the same tonnage will now be charged the same fee.
Fixed an issue where the integrated Auspicious Mode failed to provide Damage bonuses against NPCs.
The Scope
YC128.2