Week 107, 12th December 3310
Maelstrom CocijoTitan: Vulnerable at Sol!
Completed at 06:45 17th December 3310
Report
Titan Cocijo has overheated and exploded.
Sol rescue activities
Mars High
Bio-storage capsules can be extracted from Titan Cocijo while it remains intact.
Notes
There is an automatic Community Goal for Titan attackers which rewards all classes of SCO FSD with double-engineering for more jump range.
Attacking the Titan causes Goal sign-up automatically, or it is available manually from Rescue Ship Hutner at Luyten's Star.
Titan Cocijo seems unable to attack other systems.
Week 106, 5th December 3310
ReportTwelve Invasions defended at Procyon, Sirius, Duamta, Tau Ceti, EZ Aquarii, Epsilon Eridani, 61 Cygni, Luhman 16, LHS 380, Groombridge 34, LHS 450 and WISE 0855-0714.
Four Control evictions at Wolf 359, Barnard's Star, WISE 1506+7027 and Alpha Centauri.
In addition to the defended Invasions, four recaptured systems starting Recovery are Wolf 359, Barnard's Star, WISE 1506+7027 and Alpha Centauri.
Maelstrom Cocijo is depleted!
Previous summaries
Week 107 • Week 106 • Week 105 • Week 104 • Week 103 • Week 102 • Week 101Week 100 • Week 99 • Week 98 • Week 97 • Week 96 • Week 95 • Week 94 • Week 93 • Week 92 • Week 91
Week 90 • Week 89 • Week 88 • Week 87 • Week 86 • Week 85 • Week 84 • Week 83 • Week 82 • Week 81
Week 80 • Week 79 • Week 78 • Week 77 • Week 76 • Week 75 • Week 74 • Week 73 • Week 72 • Week 71
Week 70 • Week 69 • Week 68 • Week 67 • Week 66 • Week 65 • Week 64 • Week 63 • Week 62 • Week 61
Week 60 • Week 59 • Week 58 • Week 57 • Week 56 • Week 55 • Week 54 • Week 53 • Week 52 • Week 51
Week 50 • Week 49 • Week 48 • Week 47 • Week 46 • Week 45 • Week 44 • Week 43 • Week 42 • Week 41
Week 40 • Week 39 • Week 38 • Week 37 • Week 36 • Week 35 • Week 34 • Week 33 • Week 32 • Week 31
Week 30 • Week 29 • Week 28 • Week 27 • Week 26 • Week 25 • Week 24 • Week 23 • Week 22 • Week 21
Week 20 • Week 19 • Week 18 • Week 17 • Week 16 • Week 15 • Week 14 • Week 13 • Week 12 • Week 11
Week 10 • Week 9 • Week 8 • Week 7 • Week 6 • Week 5 • Week 4 • Week 3
Titan systems or Maelstrom systems
Eight systems contain large caustic Maelstrom clouds, themselves containing Thargoid Titans.Titan systems are a Hazardous Environment which damages most Guardian modules.
Flying through the caustic cloud requires a Caustic Sink Launcher, available at Rescue megaships.
Access to a living Titan requires a Thargoid Pulse Neutraliser, available at Rescue megaships.
Rescuing Bio-storage survivors gives a small amount of progress to nearby Counterstrike systems.
Rescues require a Pulse Wave Xeno Scanner and a Sub-surface Extraction Missile, available at Rescue megaships.
Damaging the Titan requires a Guardian Nanite Torpedo Pylon, available at Rescue megaships.
Heat Vents are around the Titan edge on its upper Maw side, and the Thermal Core is on the lower side.
Using Nanites to freeze the Heat Vents adds time to attack the Thermal Core with normal AX weapons.
Thermal Core attacks deal good Titan damage when that Titan owns three or fewer Control systems.
The Decal and Ship kit threshold is 2 million credits within one week of meltdown (source).
For each Heart, the Arx thresholds are top 100%, 25% and 10% for 100, 200 or 400 Arx (source).
Titan/Maelstrom | System | Planet | Distance |
Hadad | HIP 30377 | B 8 | 39230 Ls |
Cocijo | Col 285 Sector BA-P c6-18 | 3 | 1300 Ls |
Thor | Col 285 Sector IG-O c6-5 | 3 | 820 Ls |
Taranis | Hyades Sector FB-N b7-6 | A 1 | 130 Ls |
Indra | HIP 20567 | 7 | 3330 Ls |
Leigong | HIP 8887 | A 4 | 2540 Ls |
Oya | Cephei Sector BV-Y b4 | B 1 | 5850 Ls |
Raijin | Pegasi Sector IH-U b3-3 | 2 | 400 Ls |
Peripheries
Each Maelstrom has Peripheral systems, defined as its outermost ten systems where Thargoids are present.Peripheral systems no longer include Alert, Invasion or Matrix, only Control.
Peripheral systems can receive up to 85% Peripheral progress, which is unaffected by weekly reinforcements.
The Peripheral progress is applied as a percentage, ignoring the system strength.
Spire site actions (within Matrix systems) affect Peripheral progress; see below.
Titan rescues no longer affect Peripheral progress.
Matrix systems or Spire systems
Some systems contain a Thargoid Barnacle Matrix, revealed on the Galaxy map with the words "Spire site present".Matrix systems can now be completed normally via Confict zones, in addition to using Spire actions listed below.
All known Matrix systems are otherwise the same as empty Control systems.
Clearing all Matrix systems can force Thargoids to reoccupy them by withdrawing from other nearby Control systems.
All Spire sites are on thin atmosphere planets, therefore Odyssey is required for any access using vehicles or on-foot.
Spire sites provide Peripheral progress even if they are not themselves Peripheral at present.
Destroying Orthrus Interceptors at a Spire site affects Peripheral progress (old source).
Looting Spire Refinery Compounds affects Peripheral progress (old source).
Destroying Revenants and Banshees affects Peripheral progress decently.
Spire Sabotage missions affect Peripheral progress greatly, available at Rescue megaships.
Spire sites at cleared Matrix systems lose most of their items and all of their Thargoids.
Maelstrom Hadad | Distance | Supercruise | Planet | Gravity | x | y |
HIP 30439 | 3.68 Ly | 2450 Ls | ABCD 1 c | 0.20 g | 37.6352 | -110.4734 |
Col 285 Sector US-Z b14-7 | 10.06 Ly | 1487 Ls | 12 c | 0.05 g | 33.6787 | -87.0504 |
HIP 31223 | 15.34 Ly | 3607 Ls | 9 c | 0.12 g | 74.2048 | -79.8026 |
Col 285 Sector KW-M c7-15 | 16.07 Ly | 6204 Ls | B 3 | 0.46 g | 17.1996 | -11.1717 |
Col 285 Sector SX-Z b14-0 | 19.08 Ly | 891 Ls | 3 | 0.51 g | 28.8509 | -48.869 |
Col 285 Sector VS-Z b14-3 | 24.12 Ly | 8389 Ls | C 6 | 0.40 g | 74.645 | -82.6007 |
| | | | | ||
Maelstrom Cocijo | Distance | Supercruise | Planet | Gravity | x | y |
Col 285 Sector XT-Q c5-18 | 11.44 Ly | 1913 Ls | 2 a | 0.13 g | 18.3102 | -12.3277 |
Col 285 Sector VN-H b11-1 | 14.62 Ly | 703 Ls | 3 | 0.24 g | 61.6848 | -130.6153 |
Col 285 Sector OS-T d3-143 | 16.15 Ly | 834 Ls | B 5 | 0.51 g | 50.716 | 84.7805 |
Col 285 Sector ZT-F b12-3 | 16.73 Ly | 440 Ls | A 4 | 0.37 g | 66.0258 | -108.1829 |
Col 285 Sector YT-F b12-2 | 24.23 Ly | 787 Ls | 2 | 0.60 g | 30.5852 | 14.8356 |
| | | | | ||
Maelstrom Thor | Distance | Supercruise | Planet | Gravity | x | y |
Col 285 Sector NG-E b12-0 | 10.97 Ly | 694 Ls | 7 d | 0.03 g | -27.6606 | -148.9617 |
Col 285 Sector PB-E b12-3 | 15.16 Ly | 46 Ls | 2 | 0.31 g | 13.5641 | -99.3092 |
Col 285 Sector EA-Q c5-5 | 16.71 Ly | 5805 Ls | 5 | 0.49 g | 50.3331 | 40.7242 |
Col 285 Sector OG-E b12-1 | 22.65 Ly | 1070 Ls | 6 | 0.49 g | 36.497 | 100.3555 |
| | | | | ||
Maelstrom Taranis | Distance | Supercruise | Planet | Gravity | x | y |
HIP 25654 | 10.11 Ly | 1216 Ls | 1 b | 0.12 g | 10.8894 | 77.8581 |
Trianguli Sector BA-A d85 | 10.72 Ly | 2850 Ls | 15 b | 0.05 g | 16.9342 | -63.845 |
Hyades Sector DQ-O b6-0 | 12.3 Ly | 759 Ls | A 4 | 0.27 g | 50.1541 | 30.8933 |
Trianguli Sector EQ-Y b0 | 16.57 Ly | 288 Ls | 1 | 0.35 g | 42.3884 | 13.6958 |
Hyades Sector EG-N b7-1 | 18.07 Ly | 371 Ls | A 1 | 0.40 g | 51.6959 | 69.6465 |
Hyades Sector HW-M b7-4 | 18.33 Ly | 402 Ls | A 2 | 0.24 g | 26.6043 | -92.7225 |
Hyades Sector HW-M b7-1 | 18.57 Ly | 760 Ls | 5 | 0.63 g | 42.0211 | -11.1243 |
| | | | | ||
Maelstrom Indra | Distance | Supercruise | Planet | Gravity | x | y |
Arietis Sector KR-V b2-1 | 9.92 Ly | 806 Ls | 1 | 0.54 g | 69.7864 | -127.8902 |
HIP 19870 | 13.69 Ly | 592 Ls | 3 b | 0.05 g | 48.1511 | 46.9961 |
HIP 20187 | 15.03 Ly | 2989 Ls | AB 1 b | 0.14 g | 32.7496 | 120.8423 |
Arietis Sector HG-X b1-0 | 21.39 Ly | 107 Ls | 5 | 0.40 g | 50.5891 | 54.6366 |
Hyades Sector ST-Q b5-5 | 21.7 Ly | 36 Ls | 2 | 0.35 g | 57.5021 | -27.0478 |
HIP 22350 | 21.92 Ly | 179 Ls | A 4 | 0.54 g | 29.6467 | -5.8841 |
HR 1358 | 22.04 Ly | 5190 Ls | AB 9 e | 0.15 g | 31.3553 | 3.9502 |
Hyades Sector DX-H a11-1 | 24.16 Ly | 563 Ls | 1 | 0.32 g | -3.1061 | 83.7539 |
| | | | | ||
Maelstrom Leigong | Distance | Supercruise | Planet | Gravity | x | y |
HIP 9180 | 14.42 Ly | 2742 Ls | 4 b | 0.22 g | -1.1044 | -85.3932 |
Arietis Sector YE-R b4-3 | 15.1 Ly | 597 Ls | A 4 | 0.30 g | 41.2249 | -37.8209 |
Hyades Sector KN-K b8-3 | 16.21 Ly | 1286 Ls | A 5 | 0.47 g | -21.3334 | 71.4688 |
Arietis Sector MX-U c2-19 | 24.03 Ly | 1915 Ls | 8 e | 0.20 g | 22.1925 | -48.0601 |
Ceti Sector BQ-Y b4 | 30.13 Ly | 1029 Ls | 8 b | 0.04 g | 61.4868 | -120.678 |
Hyades Sector NT-I b9-4 | 31.15 Ly | 3782 Ls | C 3 | 0.34 g | 50.8541 | 97.5338 |
| | | | | ||
Maelstrom Oya | Distance | Supercruise | Planet | Gravity | x | y |
Cephei Sector XO-A b3 | 5.82 Ly | 1520 | 2 | 0.49 g | 56.9983 | 146.9645 |
Lyncis Sector WU-P b5-0 | 9.13 Ly | 703 Ls | 3 | 0.46 g | -20.4765 | 49.9134 |
| | | | | ||
Maelstrom Raijin | Distance | Supercruise | Planet | Gravity | x | y |
Pegasi Sector NN-S b4-2 | 5.23 Ly | 797 Ls | A 3 | 0.19 g | 42.2959 | 60.0331 |
Pegasi Sector JH-U b3-4 | 6.64 Ly | 8888 Ls | C 2 | 0.40 g | -50.2914 | -75.6563 |
Pegasi Sector NN-S b4-7 | 11.35 Ly | 637 Ls | 2 | 0.19 g | 33.9739 | 28.2928 |
Pegasi Sector NN-S b4-9 | 14.49 Ly | 489 Ls | A 1 | 0.14 g | 22.6448 | -92.8602 |
Pegasi Sector KC-U b3-4 | 18.45 Ly | 4870 Ls | B 2 | 0.34 g | 51.8624 | 10.9831 |
Pegasi Sector IH-U b3-4 | 19.99 Ly | 1856 Ls | AB 1 e | 0.04 g | 52.1061 | -37.0889 |
Pegasi Sector NN-S b4-3 | 23.83 Ly | 455 Ls | 2 | 0.41 g | -1.1107 | 31.4136 |
Alert systems
Cargo delivery refers to high-demand items at the Commodities Market, and equally to items requested via supply missions (source).Cargo delivery has a moderate effect (source), though should be done via supply missions (source).
Passenger evacuation has a weak effect (source).
Salvage can be collected at signal sources, including for empty systems (source), albeit slowly.
Combat is possible at signal sources, or using Hyperspace to summon a target.
Combat via summoning Interceptors has a strong effect (source).
Research samples via summoning Interceptors have a strong effect (source).
Settlement reactivation missions for nearby Control systems will help both systems; Odyssey is required.
Thargoids no longer attack empty systems.
Invasion systems
Ports can be operational, attacked, damaged or abandoned.Operational and attacked ports are active, damaged and abandoned ports are inactive.
Invasion systems reported with 0 active ports should still have at least one damaged port for conducting evacuations.
Docking is not possible at an abandoned port.
Cargo delivery to an active port has a weak effect, and is best supported via Fleet Carrier. Inactive ports cannot receive cargo.
Cargo transport of the injured from an operational port has a weak effect, limited by being very few in number.
Cargo transport of the wounded from an attacked port has a moderate effect, limited by being few in number.
Cargo transport of the critically wounded from an damaged port has a strong effect. Look for the "significant damage" status.
Passenger evacuation from an active or damaged port has a moderate effect.
Combat is plentiful at AX Conflict Zones and at ports under attack.
Combat is possible by dropping from Supercruise and awaiting Frame Shift Anomalies.
Research samples from Interceptors have a strong effect (source).
Settlement reactivation missions for nearby Control systems will help both systems; Odyssey is required.
Control systems
Combat is plentiful at AX Conflict Zones.Combat is possible by dropping from Supercruise and awaiting Frame Shift Anomalies.
Research samples from Interceptors (source) and from Scouts each have a strong effect.
Populated Counterstrike systems around the Titan with fewest Control systems will have reactivated ports to defend, with restock available.
The outermost fifteen Counterstrike systems can gain progress by rescuing Bio-storage survivors from the Titan.
If a Military settlement is present, populated Alert systems within 20 Ly will offer AX Reactivation missions; Odyssey is required.
Recovery systems
The recovery completes itself automatically after four weeks if a port was damaged, otherwise after one week.Four-week recoveries can be assisted via settlement reactivation missions; Odyssey is required.
Cargo delivery can hasten the recovery, if it is enough to repair one port fully.
The weekly reset does not apply to recovery progress.
Recovery has no effect on the respite interval for being attacked again; see Analysing the Thargoid Simulation.
Completion
Victory in a system looks like this:It does not look like this:
The white chevron marks one unit of progress which is still missing, and the clue is in the text above which tells you explicitly what will happen.
With HIP 23716 and HIP 20485 secured, and while everyone is on downtime due to an arbitrary progress wipe, where next should effort be directed?
Taking a cursory glance around the Maelstroms:
- M. Cocijo (by Jackson's Lighthouse) has minimal attention, just one progress point in the Mapon system.
- M. Taranis (by Meene) has a quite notable effort in 63 Eridani and Imeut, plus a little in Ebisu, Awara and HIP 25679.
- M. Indra (Pleiades direction) has a point at HIP 20916.
- M. Oya (up by Alioth) has a point at Lahua.
- M. Leigong (below) has two points at Arietis Sector KM-W d1-94 and one at Obassi Osaw.
- Controlled systems require combat exclusively, Alert systems in effect require support exclusively¹, and Invasion systems accept both.
- The scattering of effort above plus the effort potential during downtime could have been combined to win a third system.
- Supposing momentarily that combat and support aggregates are equal, it seems to me that the combat effort could start at a Controlled system and support effort at an Alert system, both then meeting up at an Invasion system after the former two are secured.
- In practice, the rapid completion of HIP 20485 suggests to me that support efforts are superior and might best be focused entirely on containment via securing the Alert systems, while combat efforts retake Controlled systems one by one, perhaps only considering one Invasion target per progress wipe if both efforts will have a surplus which can be combined to do that.
- If it is important to stop an Invasion then we could begin with one Invasion target, though I imagine that would risk poor surplus management unless we focus only on Invasion targets.
1. I know it says that destroying Thargoid craft helps with an Alert system, however in practice I could find no attacks nor conflict zones there, only sporadic signal sources several thousand light-seconds apart. That is objectively not a good use of pilots providing combat effort.
2. Longer-term, it is not beyond the capacity of Imperial Navy Intervention and Rescue to implement an actual Patronage system for this. The idea would be to allow individual Commanders to set their preferred targets, or just to assign their support to an organisation which chooses targets on behalf of all of its supporters, and report the highest-weight targets. If the progress wipe were to stop then such would become immediately less necessary of course, though perhaps nice to have.
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