< Target Score

Enemy System Undermining Priority (0-10)

What is the Target Score?

The Target Score tells you which enemy systems to undermine for maximum strategic impact. It's a number between 0 and 10, where:

Key Difference from 1UP Score

1UP Score = Defensive upgrades for OUR systems (prioritizes risk reduction)

Target Score = Offensive undermining of ENEMY systems (prioritizes expansion denial and easy wins)

Target Score REPLACES "Cost Efficiency" with "UM Difficulty" - favoring systems that are EASY to undermine!

Color Coding

= Excellent
7-10
= Good
5-7
= Average
3-5
=4 Low
1-3
Very Low
0-1

How is it calculated?

The score has 4 main components:

1. Acquisition Denial 35%

"How much expansion do we deny them?"

Max contribution: 3.5 points (HIGHEST WEIGHT!)

 What "Possible new ACQ" means:

These are systems THEY could acquire if we don't stop them!

  • Undermining denies them expansion: Prevent them from claiming new territory
  • Example: "Possible new ACQ: 15" means stopping this system prevents them from claiming 15 new systems

Why this matters: Denying expansion is the BEST way to weaken enemy powers!

2. Risk (Their Defensive Weakness) 25%

"How vulnerable is their defensive structure?"

Max contribution: 2.5 points

Same R1-R4 components as 1UP Score, but now it represents THEIR weaknesses:

Why this matters: Hit them where it hurts - target their weak points!

3. UM Difficulty (Undermining Ease) 20%

"How easy is it to undermine this system?"

Max contribution: 2.0 points

Based on CP (Control Points) needed to undermine:

UM CP Calculation:

UM_CP = Max_CP (Enemy_Progress_% / 100) Examples: - Enemy at 2% progress (Exploited): 350k 0.02 = 7k CP Easy Snipe! - Enemy at 50% progress (Exploited): 350k 0.50 = 175k CP Moderate - Enemy at 98% progress (Exploited): 350k 0.98 = 343k CP Team Effort

Why this matters: Low progress systems are EASY PICKINGS!

4. System Quality 20%

"How valuable is this system?"

Max contribution: 2.0 points

Why this matters: Undermining high-value systems hurts them more!

Example Calculations

Example 1: Perfect Snipe Target (Score: 8.6)

Low progress, high value, lots of acquisitions

Total: 8.6/10 - PERFECT SNIPE TARGET!

Example 2: Real Target "Guttors" (Score: 7.1)

Very low enemy progress (0.1%)

Total: 7.1/10 - Excellent easy target!

Example 3: Bad Target "Col 285 Sector GJ-D b27-3" (Score: 4.7)

High enemy progress (99.1%) - AVOID!

Total: 4.9/10 - Too much effort, skip!

Key Takeaways

  1. Expansion denial is paramount! (35% weight) - Stop their growth
  2. Target their weak points! (25% weight) - Hit vulnerable systems
  3. Go for easy wins! (20% weight) - Low progress = easy undermining
  4. Quality targets hurt more! (20% weight) - Valuable systems sting

Understanding UM Difficulty

= Progress vs UM Difficulty

LOW enemy progress = EASY to undermine:

HIGH enemy progress = HARD to undermine:

TIP: Sort by Target Score and pick the highest - those are your easy wins!

Tooltip Information

Hover over any Target Score in the intelligence report to see the detailed breakdown:

Target Score (0-10): 8.2 UM Diff: 2.0 | Quality: 1.7 | Acq: 3.5 | Risk: 1.0 UM CP: 7,000 | R1: 5 | R2: 3 | R3: 2 | R4: 0.45 Possible NEW ACQ: 20

This shows you exactly where the score comes from!

Philosophy

"Undermine to deny expansion, hit their weak points, and pick easy wins!"

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