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:
- 10 = Perfect Target - Easy snipe with high value!
- 7-10 = Excellent - High priority undermining target
- 5-7 = Good - Worth the effort
- 3-5 = Average - Moderate effort required
- 1-3 = Low - Team effort needed
- 0-1 = Very Low - Avoid (too much work)
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!)
- Undermining this system prevents them from claiming nearby systems
- More acquisitions denied = Higher strategic value
- Uses logarithmic scale (20+ systems = max score)
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:
- R1: Systems that would lose their 2nd supporter if we undermine
- R2: Systems with vulnerable tethers (>20 LY from stronghold)
- R3: Systems that would drop from 32 supporters
- R4: Their weakest supporter systems
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:
- < 12k CP: Score 2.0 - Easy Snipe! (Low enemy progress)
- 12k-25k CP: Score 0-2.0 - Moderate Work (Linear scale)
- > 25k CP: Score 0.0 - Team Effort Required (High enemy progress)
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
- Population (logarithmic scale)
- Economy type (High Tech, Industrial, etc.)
- Mining resources (Platinum, Monazite, LTD hotspots)
- Economy-mining synergy bonuses
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
- Acquisition: 20 systems denied
3.5 points (max!)
- Risk: R1=5, R2=3, R3=2, R4=0.8
1.1 points
- UM Difficulty: 7k CP (2% progress)
2.0 points (easy snipe!)
- Quality: 200/200
2.0 points
Total: 8.6/10 - PERFECT SNIPE TARGET!
Example 2: Real Target "Guttors" (Score: 7.1)
Very low enemy progress (0.1%)
- Acquisition: 18 systems denied
3.3 points
- Risk: R1=0, R2=0, R3=0, R4=0
0.0 points
- UM Difficulty: 350 CP (0.1% progress)
2.0 points (easy!)
- Quality: 81/200
0.8 points
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!
- Acquisition: 23 systems denied
3.4 points
- Risk: R1=0, R2=0, R3=1, R4=0
0.1 points
- UM Difficulty: 346k CP (99.1% progress)
0.0 points (team effort!)
- Quality: 135/200
1.4 points
Total: 4.9/10 - Too much effort, skip!
Key Takeaways
- Expansion denial is paramount! (35% weight) - Stop their growth
- Target their weak points! (25% weight) - Hit vulnerable systems
- Go for easy wins! (20% weight) - Low progress = easy undermining
- Quality targets hurt more! (20% weight) - Valuable systems sting
Understanding UM Difficulty
= Progress vs UM Difficulty
LOW enemy progress = EASY to undermine:
- Enemy at 2% progress Only 7k CP needed to undermine Score: 2.0 (MAX!)
- You can snipe this solo in one cycle!
HIGH enemy progress = HARD to undermine:
- Enemy at 98% progress 343k CP needed to undermine Score: 0.0 (AVOID!)
- This requires coordinated team effort over multiple cycles!
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!"