War mechanics overview
Formal wars let corporations and alliances fight in high-sec and low-sec without CONCORD destroying the aggressor and without security status loss — within the rules of the active war. Wars are a diplomacy tool: declaration, timers, weekly bills, eligibility, allies, surrender, and structure-based objectives.
This guide is split by role. Shared rules (timers, eligibility, war types) come first; then Attacker and Defender sections focus on what each side should do at each phase. Use War HQ in the app to track notifications and timelines for wars touching your characters.
- Parties — wars are between corporations and/or alliances (member corps are included).
- Spaces — high-sec and low-sec war combat is legal between war participants; null-sec is always null rules.
- Not a substitute for diplomacy — standings, intel, and structure timers still matter outside the war UI.
War phases & timers (both sides)
Every aggressive war moves through predictable phases. Mutual wars share the cooldown and combat rules but skip warmup and weekly billing. Ally corps add a separate short warmup before they may shoot the attacker.
Core war timeline (aggressive / standard war)
| Phase | Duration | What it means |
|---|---|---|
| Warm-up (startup) | 24 hours | War is declared and billed, but parties cannot legally war-combat yet. Both sides prepare logistics, move assets, and read notifications. |
| Active war week | 7 days per paid cycle | Legal combat between war participants (and eligible allies) in high/low sec. Renew by paying the weekly CONCORD bill before the cycle lapses. |
| Cooldown | 24 hours after war ends | War is over on paper, but combat remains legal for 24 hours — prevents ending a war to dodge a specific fight. CONCORD protection returns after cooldown. |
| Surrender peace block | 14 days | If surrender is accepted, neither side may declare war on the other again for two weeks. |
| Ally join warm-up | 4 hours | After a defender accepts an ally, that ally must wait 4 hours before engaging the attacker (not the defender). |
Instant re-declaration (cooldown replacement war)
| Situation | Warm-up? | Why |
|---|---|---|
| Either side declares a new war while the previous war is in its 24h cooldown | No — shooting allowed immediately | Both sides were already legal combatants; CCP removed the old “deploy during enemy warmup” loophole. |
| Brand-new war (no overlapping cooldown) | Yes — 24 hours | Standard preparation period before first legal shots. |
Mutual wars do not use the 24h declaration warm-up or weekly ISK bills. They still use the 24h cooldown when retracted or ended.
War eligibility (who can be in a war)
War eligibility controls who may declare wars, be declared on, and join as a defender ally. NPC corporations are never eligible. For player corps, owning certain Upwell structures (or a customs office) makes you eligible — which is also why structure-heavy corps are common war targets.
- Eligible — can declare aggressive wars (if your side meets other rules), be wardecced, and receive ally offers on defense.
- Ineligible — cannot declare or be declared on; existing wars may wind down on a timer if eligibility is lost.
- Alliance eligibility — if any member corp owns a qualifying structure, the alliance becomes embroiled in alliance-level wars.
| Trigger | Effect |
|---|---|
| Corp anchors a qualifying Upwell structure (or customs office) | Corp becomes war eligible — can attack and be attacked. |
| Last qualifying structure destroyed, unanchored, or transferred away | Corp may become ineligible; active wars end after a delay (see defender section). |
| Corp leaves alliance during war | Wars copy to the leaving corp; alliance war may cooldown; corp wars can continue if bills paid. |
Aggressive war vs mutual war
Aggressive wars are paid, structure-tied declarations against a target. Mutual wars are opt-in on both sides — invitation and acceptance — and follow a lighter ruleset focused on PvP agreements rather than CONCORD billing.
| Aggressive war | Mutual war | |
|---|---|---|
| Started by | Attacker declares on target | Invitation → acceptance (like corp applications) |
| Weekly ISK bill | 100M ISK / week to CONCORD (attacker pays) | None |
| War HQ structure | Required for attacker (designated HQ) | Not required |
| War eligibility | Required for participants | Not required |
| Allies | Defender may take allies (4h ally warm-up) | Allies dropped when war becomes mutual |
| Typical end | Bill lapse, HQ loss, surrender, eligibility loss | Either side retracts, 90 days without PvP kills, or mutual revoked |
Attacker — role overview
The attacker is the corporation or alliance that declared the aggressive war (or accepted a mutual invitation). Your responsibilities are paying CONCORD, maintaining War HQ if required, coordinating the 24h warm-up, and renewing or ending the war deliberately.
- CEO or director of the executor corp (in an alliance) declares from Corporation → Wars.
- Shareholders receive notifications when war starts and when it ends.
- Legal targets are the declared defender entity and their allies in that war — not random neutrals.
Attacker — declaring war
Declaration is immediate once you confirm the target search result — there is no second fee confirmation dialog. Plan ISK and structure readiness before clicking Declare War.
- Open Corporation window → Wars (or Alliance → Home tab for executor corp) → Declare War → search target corp or alliance.
- Designate a War HQ Upwell structure for aggressive wars — if HQ is destroyed, unanchored, or leaves space, the war becomes invalid and enters cooldown.
- First week’s war bill is paid automatically on declaration; a bill for week two is issued immediately and must be paid manually to continue past day seven.
- During an existing war’s 24h cooldown, either side may declare a replacement war that starts with combat legal immediately (no new warm-up).
Attacker checklist at declaration
| Step | Detail |
|---|---|
| Confirm target | Verify corp vs alliance scope — entire alliance is included when you dec the alliance. |
| Fund wallet | 100M ISK + planned renewal weeks; unpaid wars lapse at cycle end. |
| War HQ | Anchor and set HQ before relying on war validity; HQ loss ends the war. |
| Notify membership | Warm-up is for moving caps, updating SRP, and assigning scouts — not for shooting yet. |
Attacker — bills & renewal
Aggressive wars are rented from CONCORD in one-week slices. If you stop paying, the war becomes invalid — defenders get relief on a timer, but the 24h post-war cooldown may still allow final engagements.
- Flat 100 million ISK per week (current ruleset) — not per member.
- Making the war mutual (defender option) removes your weekly fee while mutual status lasts.
- Track due dates in Corporation → Wars → Our Wars; treat lapse like losing the war objective.
Attacker — winning, losing & invalid wars
Victory in EVE wars is operational, not a scoreboard flag. You win when the defender cannot sustain operations, surrenders, or you achieve your strategic goal before the war lapses. The game ends wars through concrete triggers.
| Outcome | What happens | Attacker impact |
|---|---|---|
| Weekly bill not paid | CONCORD invalidates the war at cycle end | War ends; 24h cooldown; you must re-declare (and warm up) if you want a new aggressive war. |
| Your War HQ destroyed / unanchored / removed | War becomes invalid | Treat as defeat — defenders may still shoot during cooldown. |
| Defender loses war eligibility (no structures left) | War ends 24h after eligibility loss (timing interacts with warm-up — see defender section) | You may need instant re-declare during cooldown to continue pressure if they re-anchor. |
| Defender accepts your surrender offer | War ends immediately (+ 24h cooldown); 14-day mutual re-dec block | You pay agreed ISK; diplomacy window before next war. |
| War is mutual and you retract | War ends after standard 24h cooldown | No weekly bills while mutual; allies already removed. |
War Report (Corporation → Wars → Open War Report) tracks kills and ISK destroyed — useful for measuring effectiveness, not for automatic victory.
Attacker — surrender & mutual status
Surrender is an offer from either side’s CEO/director; the other side accepts or declines. ISK can accompany the offer. Mutual status is primarily a defender-driven toggle that changes billing and ally rules.
- Send Surrender Offer from Our Wars — include ISK payment if that is the deal.
- If defender sets war mutual: your weekly bills stop, allies are dropped, and neither side may add allies while mutual.
- You may retract a mutual war — standard 24h cooldown applies.
- Mutual wars auto-end after 90 days with no PvP kills between the parties.
Defender — role overview
The defender is the corporation or alliance named in the declaration. You receive notifications at declaration, at war start (warm-up end), and when the war ends. Your goals are survival, ally coordination, structure defense, and choosing whether to escalate (mutual) or negotiate (surrender).
- You do not approve an incoming aggressive war — it is live after declaration, with combat after warm-up.
- High-sec CONCORD still protects non-participants; only war participants gain legal aggression rights against each other.
- Use War HQ and corp notifications to align pilots on timers — duplicate corp broadcasts are normal across characters.
Defender — when you are attacked
From the moment of declaration, assume assets in high/low sec are at risk once the 24-hour warm-up ends. Use warm-up for move ops, fuel, backup structures, and ally outreach — not for pretending the war does not exist.
- Structure timers (armor/hull, vuln windows) are separate from war timers but often coincide — watch StructureUnderAttack notifications.
- If you are not war eligible, you generally cannot be dec’d — but the moment you anchor a qualifying structure you become a target.
Defender timeline after declaration
| When | Your status | Recommended actions |
|---|---|---|
| T+0 declaration | War pending; combat illegal | Confirm attacker identity, verify War HQ on killboards, ping leadership, start ally search. |
| T+24h warm-up ends | War active | Treat undocked industrialists and structures as wartime targets; enable wartime SRP and comms. |
| Each paid attacker week | War continues if attacker pays | Monitor bills indirectly via war status; push for mutual only if that helps your strategy. |
| War end + 24h cooldown | Combat still legal | Do not assume immediate safety — plan for final ganks and instant re-declaration wars. |
Defender — allies & assistance
Only the defender side may accept allies in aggressive wars. Allies fight the attacker legally after a 4-hour preparation timer. Allies cannot join if they are already at war with the attacker.
- Open for Allies — flag on Our Wars so third parties can find you in All Wars → Assistance requests.
- Review Offer Assistance messages; ISK payment is optional and one-time from Master Wallet if accepted.
- Accepted allies engage attackers only after 4h — plan coverage for EU/US TZ gaps.
- Mutual war — allies are removed automatically; coordinate direct with partner corps instead.
Defender — ending the war on your terms
Defenders can force strategic outcomes by destroying the attacker’s War HQ, making the war mutual, accepting surrender, or removing eligibility (structure transfer/decommission) with awareness of delayed end timers.
| Method | Result |
|---|---|
| Destroy attacker War HQ | War invalid → 24h cooldown |
| Declare mutual | Stops attacker weekly bills; allies dropped; either side may later retract |
| Accept attacker surrender | Immediate end + 14-day re-dec block + 24h cooldown |
| Offer your own surrender | If accepted, same peace block rules |
| Attacker fails to pay bill | War lapses at cycle end |
| You lose last qualifying structure | War ends 24h after eligibility loss (special rules if loss happens during attacker warm-up) |
If your last structure is destroyed during the attacker’s 24h warm-up, combat may still become legal for 24h after warm-up ends before the war fully concludes — plan structure recovery accordingly.
Defender — after the war ends
War end notifications go to involved parties and shareholders. CONCORD resumes normal high-sec rules after the 24-hour cooldown unless a replacement instant war is declared during that window.
- Cooldown fighting — attackers may pursue a last engagement; keep wartime fleets and alarms through the full 24h.
- Instant re-war — either side may declare during cooldown with no warm-up; common when redeploying structures.
- Surrender peace — 14 days where neither party can declare on the other; use for negotiation or recovery.
- Update standings and diplomacy contacts so members do not shoot ex-war participants under old rules of engagement.
War HQ & structure objectives
Aggressive wars tie the attacker to a designated War HQ Upwell structure. Structure combat notifications (under attack, reinforced, destroyed) are the operational heartbeat of many wars — War HQ in NewEden Axiom surfaces these alongside war lifecycle alerts.
- War HQ loss invalidates the aggressive war — primary defender objective in structure-heavy metas.
- Defenders still defend their own engineering complexes and citadels under normal siege rules.
- Corp leaving alliance copies wars to the corp; alliance-level war may enter cooldown simultaneously.
| Notification theme | Typical meaning |
|---|---|
| WarDeclared / DeclareWar | New war — start warm-up clock |
| CorpBecameWarEligible / CorpNoLongerWarEligible | Eligibility changed — review vulnerability |
| StructureUnderAttack / Reinforced | Active siege — form response |
| StructureDestroyed / Lost | Objective taken — check if War HQ or eligibility changed |
| AllyJoinedWarAggressorMsg / ally offers | Third party entering — review ally contracts |