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 |
|---|---|---|---|
| Critical Coverage | 2.0 | 20% | 10 systems |
| Tether Coverage | 2.0 | 20% | 10 systems |
| Bonus Coverage | 1.0 | 10% | 5 systems |
| Supporter Weakness | 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(value+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(value+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(value+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 Critical/Tether
How weak existing supporters are (0-1 scale)
Formula: value 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 | ########## |
Critical: 3 | Tether: 2 | Bonus: 0 | Weakness: 0.96
Population: 7,789,418 | Economy: Industrial
Mining: 60 (Metal Rich 40 + Platinum 20)
Acquisition: 6 systems
Score: 5.81 - Good priority upgrade!
Hover over any 1UP Score to see the detailed breakdown: