Logarithmic Upgrade Priority Score (0-10)
The 1UP Score tells you which systems to upgrade (Exploited to Fortified or Fortified to Stronghold) for maximum strategic benefit.
Version 2.0 uses logarithmic scaling for all components, ensuring no single factor can dominate the score.
| Component | Max Points | Weight | Cap |
|---|---|---|---|
| R1 (Exposed Cover) | 2.0 | 20% | 10 systems |
| R2 (Tether-Loss) | 2.0 | 20% | 10 systems |
| R3 (Redundancy) | 1.0 | 10% | 5 systems |
| R4 (Weak Supporters) | 0.5 | 5% | 1.0 |
| Population | 0.5 | 5% | 10B |
| Economy | 1.25 | 12.5% | High Tech |
| Mining | 1.25 | 12.5% | 100 pts |
| Acquisition | 1.5 | 15% | 20 systems |
| TOTAL | 10.0 | 100% |
Systems with only 1 supporter that would gain a 2nd
Formula: log10(R1+1) / log10(11) x 2.0
| Systems | Score | Visual |
|---|---|---|
| 1 | 0.58 | ###------- |
| 3 | 1.16 | ######---- |
| 5 | 1.50 | ########-- |
| 10 | 2.00 | ########## |
Why: Eliminates single-point-of-failure risk!
Systems dependent on Stronghold >20 ly away
Formula: log10(R2+1) / log10(11) x 2.0
| Systems | Score | Visual |
|---|---|---|
| 1 | 0.58 | ###------- |
| 2 | 0.92 | #####----- |
| 5 | 1.50 | ########-- |
| 10 | 2.00 | ########## |
Why: Prevents catastrophic disconnection if distant stronghold falls!
Systems with 2 supporters gaining a 3rd
Formula: log10(R3+1) / log10(6) x 1.0
| Systems | Score | Visual |
|---|---|---|
| 1 | 0.39 | ####------ |
| 3 | 0.77 | ########-- |
| 5 | 1.00 | ########## |
Why: Extra redundancy, but less critical than R1/R2
How weak existing supporters are (0-1 scale)
Formula: R4 x 0.5
| Weakness | Score | Meaning |
|---|---|---|
| 0.0 | 0.00 | Supporters are strong |
| 0.5 | 0.25 | Moderate weakness |
| 1.0 | 0.50 | Very weak (urgent!) |
Formula: (log10(pop) - 5) / 5 x 0.5
| Population | Score |
|---|---|
| 100k | 0.00 |
| 1M | 0.10 |
| 10M | 0.20 |
| 100M | 0.30 |
| 1B | 0.40 |
| 10B | 0.50 |
Formula: tier x 1.25
| Economy | Tier | Score |
|---|---|---|
| High Tech | 1.0 | 1.25 |
| Industrial | 0.8 | 1.00 |
| Military | 0.7 | 0.88 |
| Extraction | 0.6 | 0.75 |
| Refinery | 0.5 | 0.63 |
| Service | 0.3 | 0.38 |
| Tourism/Agriculture | 0.2 | 0.25 |
| Colony | 0.1 | 0.13 |
Formula: log10(mining+1) / log10(101) x 1.25
Mining value = Ring type + Hotspots + Reserve multiplier
| Mining Score | Points |
|---|---|
| 0 | 0.00 |
| 25 | 0.87 |
| 50 | 1.06 |
| 75 | 1.17 |
| 100 | 1.25 |
Formula: log10(acq+1) / log10(21) x 1.5
| Systems | Score | Visual |
|---|---|---|
| 2 | 0.54 | ####------ |
| 5 | 0.88 | ######---- |
| 10 | 1.18 | ########-- |
| 20 | 1.50 | ########## |
R1: 3 | R2: 2 | R3: 0 | R4: 0.96
Population: 7,789,418 | Economy: Industrial
Mining: 100 (Pristine Metal Rich + Platinum)
Acquisition: 6 systems
Score: 5.95 - Good priority upgrade!
Hover over any 1UP Score to see the detailed breakdown: