Analysing the Thargoid Simulation

Hmmm.

Cylon...errr..Thargoids attack a system.

Humans repel the system attack by concentrating effort there.

Humans and Thargoids go elsewhere for a week. Thargoids win another 19 systems. Humans rescue one.

Thargoids attack the system the week after, while the humans are busy.

Human response is weak.

Thargoids score.
 
Is there anything that would make systems harder for thargoids to take over that we might be overlooking - think powerplay/bgs faction type bonuses. For example would military/industrial economies be easier to defend than agriculture or mining?
 
Another potential factor: Systems that have been under siege for a longer time could get easier to take back than freshly invaded ones. This would make it harder to save a system without any ports going down, but easier to save system overall on the final week.

Though we still don't even know if there's any difference in difficulty in individual systems and it's practically impossible to find out due to the effort required. So we're essentially left with inventing theories on how things work and what game mechanics might exist with no way to confirm them - the most reasonable thing is still to assume that it's as simple as the UI makes it out to be.
 
Another potential factor: Systems that have been under siege for a longer time could get easier to take back than freshly invaded ones. This would make it harder to save a system without any ports going down, but easier to save system overall on the final week.

Though we still don't even know if there's any difference in difficulty in individual systems and it's practically impossible to find out due to the effort required. So we're essentially left with inventing theories on how things work and what game mechanics might exist with no way to confirm them - the most reasonable thing is still to assume that it's as simple as the UI makes it out to be.
It looked in terms of CMDRs thrown at it that HIP 20485's Alert was a bit easier than HIP 23716's Invasion this week ... and Imuet's Invasion was significantly tougher than either. Obviously huge error bars on all of that, though.

I don't think it's impossible but it'll take a lot more data ... and if the difficulty does dynamically scale as they get more dispersed, that adds another factor to consider.
 
growing and building for millions of years
un-hindered by the looks of things

and 8 is all? heh...I mentioned once in another thread that there are far more.
picture the galaxy as a carpet with a tiny tear in it (or an old log in a forest), then make the mistake of lifting that carpet, or poking at the tear the bugs are coming out of....

besides, current sit being each maelstrom roughly 160km across, filled with thargoids? a queen making more?
whatever it is , 160km is a lot of space.
more than enough for humans to build bases , factories, war machine..
cloning facilities...

really don't see there being more matters a lot.
and I think 8 is 5 more than most cmdrs were expecting.
 
knight_repair.png


Error 404: repair commodities not found (screenshot is not cut off, there's nothing listed).
 
Error 404: repair commodities not found (screenshot is not cut off, there's nothing listed).
The market data in EDDB is interesting, though - all imports, quite a wide range of goods which wouldn't normally be requested by its former Extraction/Industrial economy, most of them quite similar to the old station repair requirements + food + medicines + a few others.

Big question is how the state works:
- is it fill the bar in a week to fast-track the system and repair all stations at once ... or ignore it and NPCs repair one a week
- or is it fill the bar in a week to repair one station, otherwise the timer resets to 4W 4 stations.
Should be obvious by the end of the week whichever happens... does the in-system map have a "repair target" item similar to invasion's "at risk" list?
 
Should be obvious by the end of the week whichever happens... does the in-system map have a "repair target" item similar to invasion's "at risk" list?
It lists all the stations that were damaged, now under repair. Stations that were only "under attack" (e.g. Wakata) are back to fully operational with no repair needed. I don't remember if it had the same 1 week "attack cycle" timer on there, will check when I get back on.
There's a lot of on-foot missions for restoring/preparing the ground settlements, yet another possible contribution method that needs to be weighed up.
 
It lists all the stations that were damaged, now under repair. Stations that were only "under attack" (e.g. Wakata) are back to fully operational with no repair needed. I don't remember if it had the same 1 week "attack cycle" timer on there, will check when I get back on.
There's a lot of on-foot missions for restoring/preparing the ground settlements, yet another possible contribution method that needs to be weighed up.

That makes me wonder, though. HIP 23716 had only been under "Thargoid Invasion", so I don't expect anything fancy here. But if we can reclaim a system that had been controlled by the Thargoid, will we find "interesting stuff" in those surface settlements?
 
That makes me wonder, though. HIP 23716 had only been under "Thargoid Invasion", so I don't expect anything fancy here. But if we can reclaim a system that had been controlled by the Thargoid, will we find "interesting stuff" in those surface settlements?
I've had the same thought but didn't want to get my hopes up. It would be quite the reveal.
 
That makes me wonder, though. HIP 23716 had only been under "Thargoid Invasion", so I don't expect anything fancy here. But if we can reclaim a system that had been controlled by the Thargoid, will we find "interesting stuff" in those surface settlements?
I've been popping into the settlements currently under Thargoid control to scout things out, but I haven't seen anything unusual, aside from the fact that Thargoids spawn above, sometimes with "interesting" warping patterns:
PlaidSpace.PNG

But maybe it will look different after a recovery.
 
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