Thargoid invasion - Next target systems?

The usual question of - which Alerts used to be Controls? I’ve seen reports of CZs in Nihal already in the AXI discord - any other possibilities?
 
The usual question of - which Alerts used to be Controls? I’ve seen reports of CZs in Nihal already in the AXI discord - any other possibilities?

System​
Inhabited​
Maelstrom​
Distance​
Week evicted​
Arietis Sector JR-V b2-2​
No​
Indra​
26.29 Ly​
18​
Col 285 Sector TS-Z b14-3​
No​
Hadad​
22.02 Ly​
20​
Col 285 Sector PM-B b14-5​
No​
Hadad​
26.05 Ly​
20​
Col 285 Sector AP-F b12-2​
No​
Cocijo​
30.07 Ly​
25​
Nihal​
Yes​
Taranis​
21.44 Ly​
26​
Canaharvas​
Yes​
Cocijo​
23.55 Ly​
26​
Pegasi Sector GW-V b2-3​
No​
Raijin​
25.92 Ly​
26​
Col 285 Sector PM-B b14-5​
No​
Hadad​
26.05 Ly​
26​
 
System​
Inhabited​
Maelstrom​
Distance​
Week evicted​
Arietis Sector JR-V b2-2​
No​
Indra​
26.29 Ly​
18​
Col 285 Sector TS-Z b14-3​
No​
Hadad​
22.02 Ly​
20​
Col 285 Sector PM-B b14-5​
No​
Hadad​
26.05 Ly​
20​
Col 285 Sector AP-F b12-2​
No​
Cocijo​
30.07 Ly​
25​
Nihal​
Yes​
Taranis​
21.44 Ly​
26​
Canaharvas​
Yes​
Cocijo​
23.55 Ly​
26​
Pegasi Sector GW-V b2-3​
No​
Raijin​
25.92 Ly​
26​
Col 285 Sector PM-B b14-5​
No​
Hadad​
26.05 Ly​
26​
Both Nihal and Canaharvas are confirmed to have CZs. Might help keep the combat pilots busy.
 
I've done a measurement in Inara (6.52Ly) out of curiosity. Delivering 128 samples gave a total of 0.001263 progress, which means that clearing the system would take... 101,350 samples. Probably not going to happen in the near future, indeed...
 
Even
I've done a measurement in Inara (6.52Ly) out of curiosity. Delivering 128 samples gave a total of 0.001263 progress, which means that clearing the system would take... 101,350 samples. Probably not going to happen in the near future, indeed...
Even if we did it - every three weeks in alert with aprox 25000 samples needed seems not to be a senseful Invest of time
 
Victories in Col 285 Sectors TS-Z b14-3 and PM-B b14-5, and Arietis Sector EW-N b6-1! Thank you most kindly to those at M. Hadad for containing it so swiftly, and that was an excellent eviction choice at M. Leigong—it loses one attack!

The Invasion list is all we have officially, after which those seeking port defence may consider the unofficial port conflicts at Nihal and Canaharvas, minding that the minor no-fire zone fines need to be cleared at the port, and that exploding with a fine will involve a longer journey back.

Invasions at 07:20 30th June 3309:
HIP 20899 Invasion 76% *78.9%Indra 23 Ly, 3 ports, 2991 Ls 0.16g planet attack
HIP 29596 Invasion 50% *50.3%Hadad 18 Ly, 7 ports, 1548 Ls 0.14g planet + 3038 Ls outpost attack
Unktety Invasion 20% *20.5%Thor 25 Ly, 4 ports, 38 Ls 0.6g planet attack
HIP 20890 Invasion 20% *20.2%Indra 22 Ly, 3 ports, 6876 Ls 0.4g planet attack
Koko Oh Invasion 16% *16.3%Raijin 27 Ly, 3 ports, 489 Ls outpost attack

Evictions:
Muchihiks Control 14% — Oya 20 Ly, ~4723 stength
Vucumatha Control 8% — Cocijo 23 Ly, ~2446 strength

Alerts:
Awara Alert 60% — Taranis 22 Ly, 9157 Ls starport, 7962 Ls outpost
HIP 2422 Alert 36% — Oya 24 Ly, 192 Ls starport
Nu Guang Alert 30% *31.5%Raijin 19 Ly, 44 Ls starport, 202 Ls outpost, 44 Ls planet
HIP 20527 Alert 24% — Indra 23 Ly, 595 Ls starport, 595 Ls outpost

Clean-up:
Arietis Sector VO-R b4-4 Control 74% — Leigong 36 Ly, empty, ~80 strength
Pegasi Sector OI-S b4-4 Control 36% — Raijin 22 Ly, empty, ~507 strength
 
The invasion planetary ports are atmospheric so require Odyssey?

I'm trying out things like delivery and rescue missions, what is the best way to see a before / after percentage to assess how these work and whether distance from maelstrom affects them
 
Even if we did it - every three weeks in alert with aprox 25000 samples needed seems not to be a senseful Invest of time
The idea would be to let the system go to Invasion and let all the bored combat pilots go to work there - with the amount of ports, we’d have like two months each Invasion. It’s only theoretical though, as we’ve no way of clearing it anytime soon.
 
The invasion planetary ports are atmospheric so require Odyssey?

I'm trying out things like delivery and rescue missions, what is the best way to see a before / after percentage to assess how these work and whether distance from maelstrom affects them
For evac missions Critical give the highest progress, then Wounded, then Injured.
Mission qty counts higher than tonnage, though you will want to max both.
All of these are higher than refugees though you can grab these to fill out spare mission qty.
 
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what is the best way to see a before / after percentage to assess how these work and whether distance from maelstrom affects them

The percentage is dumped to the journal as part of the Jump event. You could grep through there, or:

The lastest version of EDDI claims to read that data and expose the percentages as part of an event that it will trigger in Voice Attack.

You can write a VA script to respond to that event and do what you will with the data.

Now the game only gives you the percentage when you jump to a system, so you will have to leave and come back to get a before-and-after percentage for comparison.
 
Victories in HIP 20899, Pegasi Sector GW-V b2-3 and Arietis Sector JR-V b2-2!

Invasions at 17:40 30th June 3309:
HIP 29596 Invasion 70% *70.5%Hadad 18 Ly, 7 ports, 1548 Ls 0.14g planet + 3038 Ls outpost attack
Unktety Invasion 30% *30.2%Thor 25 Ly, 4 ports, 38 Ls 0.6g planet attack
HIP 20890 Invasion 28% *28.7%Indra 22 Ly, 3 ports, 6876 Ls 0.4g planet attack
Koko Oh Invasion 18% *18.2%Raijin 27 Ly, 3 ports, 489 Ls outpost attack

Evictions:
Muchihiks Control 14% *14.3%Oya 20 Ly, ~4707 strength
Vucumatha Control 10% — Cocijo 23 Ly, ~2393 strength

Alerts:
Awara Alert 72% *73.1%Taranis 22 Ly, 9157 Ls starport, 7962 Ls outpost
HIP 2422 Alert 42% *42.8%Oya 24 Ly, 192 Ls starport
Nu Guang Alert 36% — Raijin 19 Ly, 44 Ls starport, 202 Ls outpost, 44 Ls planet
HIP 20527 Alert 32% — Indra 23 Ly, 595 Ls starport, 595 Ls outpost

Clean-up:
Arietis Sector VO-R b4-4 Control 74% — Leigong 36 Ly, empty, ~80 strength
Pegasi Sector OI-S b4-4 Control 36% — Raijin 22 Ly, empty, ~507 strength


Looking loosely at the Maelstrom targeting for this week, I think we will be reducing probably M. Hadad to three targets and M. Thor to two. I am also helping a Commander who is relatively new to harvesting though, so it would be a little inappropriate to warrant anything specifically until plans are settled!
 
The invasion planetary ports are atmospheric so require Odyssey?

I'm trying out things like delivery and rescue missions, what is the best way to see a before / after percentage to assess how these work and whether distance from maelstrom affects them

I would also suggest joining the Discord in @Phill P's signature file (see their post above). It's for PDES.
 
The invasion planetary ports are atmospheric so require Odyssey?

I'm trying out things like delivery and rescue missions, what is the best way to see a before / after percentage to assess how these work and whether distance from maelstrom affects them
Search through your journal for "WarProgress". The figure updates each time you jump into system, or by logging out and back in while in system.

As for what activities actually do, the full document is on our Discord but here are the cliff notes. Credit to CMDR Carpets for his intense testing and patience. Feel free to copy it to a text file for reference.

This is for Alert systems but activity values are likely similar for Invasions with rescues perhaps worth a little more, some possible variation for having Injured/Wounded/Critically Wounded compared to only having Injured in Alerts and values for kills may be slightly different too, but none of them should be massively so. Tissue Sampling seems less effective than in Alerts and Controls but we'd already noticed that before the war progress was added to the journal, thanks to the work done by Yttrbio et al. Invasions have not been fully testable since the war progress was written into the journal due to the inability to either isolate one or make small amounts of other player activity there statistically irrelevant.

Distance from maelstrom is the only difficulty modifier we have found. We can think of it as setting the "base value" of the system. The base value can be found by doing an activity and measuring the progress, or by simply making an estimate based on maelstrom distance once you have a few values from other systems to compare. It probably follows the same difficulty curve as Controls, we can't imagine why it would have its own, but with lower thresholds and so far with a smaller range of distances.

Worked Example - Ngolite.
Ngolite is 26.89 LY from the Raijin maelstrom. It was in Alert at time of testing.

Activity values are static within systems of the same type so they are all a multiple of each other depending on which you use to establish the base value for the system you want. A Refugee or Injured is easiest to get a baseline from.

The base value for Ngolite was 0.000014385 before the last update so it might be a little higher now. We'll call this value "V".

Activity values are as follows;

Rescues and Salvage
Refugee = V
Refugee mission = 10V
Injured = V
Injured mission = 50V
Occupied escape pod = 10V
Damaged escape pod = 10V
Black box = 5V

Deliveries
Unit of delivered cargo = 0.1V
Delivery mission = 20V
Delivery wing mission = 50V

AX
Scout mission = 70V
Scout = 0.5V
Cyclops = 12V
Orthrus = 200V

Tissue Sampling
Tissue sample = 50V

You can extrapolate further if you like and calculate the progress of a particular mission, such as;

  • Refugees = ( V x Quantity of refugees ) + ( 10V x Quantity of missions )
  • Injured = ( V x Quantity of injured ) + ( 50V x Quantity of missions )
  • Deliveries = ( 0.1V x Quantity of cargo ) + ( 20V x Quantity of missions )
  • Wing deliveries = ( 0.1V x Quantity of cargo ) + ( 50V x Quantity of missions )

Or you can just take the values of each activity as a simple guide and focus on high value activities. However, for those wanting a fast way to cheese the system forget about it, it's not that simple.

As Injured are small in number taking a mixture of Injured and Refugees is more productive. Take all the Injured you can and fill your remaining space with Passengers because until you get Critically Wounded the Injured and Wounded won't even fill a Python, so not taking Passengers as well is literally a waste of space and waiting for more Injured or Wounded is a waste of time you could spend taking Refugees which are at least worth something. Take a combo every trip.


For anyone still confused about the various Port states in an Invasion system, a quick guide;

The Passenger Board has the same missions throughout the Invasion. The Mission Board, however, changes depending on the state of the Port.

Those states are Unattacked->Attacked->Damaged.

a) - Unattacked - Delivery Missions and Evacuate the Injured. The Commodity Market is open and can be sold to directly.

The Injured are small amounts of people already placed in escape pods and require cargo racks instead of passenger bays. The more damaged the Port gets, the worse the Injured become.

b) - Attacked - Commodity Market closes. Deliveries now possible with Missions only. The Injured become Wounded.

c) - Damaged - The Port is no longer considered “Active” i.e. it no longer has the ability to receive and trade goods in the literal meaning of the word Port. Delivery Missions are removed and the Wounded become Critically Wounded. The number of missions and number of wounded per mission increases.
 
Victories in Col 285 Sectors OR-B b14-9, OR-B b14-4 and PM-B b14-3, HIPs 29596, 5685 and 6380, and Arietis Sector VO-R b4-4!

There was little doubt that the M. Leigong attackers were being targeted, but either way those latter three evictions leave it now with only one attack next cycle! Strategically it is actually a great idea to evict Arietis Sector AQ-P b5-2 also with ~2400 strength, for an attack on Arietis Sector AQ-P b5-3 would be of much the same strength, although I am aware quite acutely that there is also some scientific interest in leaving it to discover whether Baudani becomes the target instead.

Invasions at 07:00 1st July 3309:
HIP 20890 Invasion 80% *85.3%Indra 22 Ly, 3 ports, 6876 Ls 0.4g planet attack
Unktety Invasion 50% *51.8%Thor 25 Ly, 4 ports, 38 Ls 0.6g planet attack
Koko Oh Invasion 28% *29.5%Raijin 27 Ly, 3 ports, 489 Ls outpost attack

Evictions:
Muchihiks Control 14% *14.4%Oya 20 Ly, ~4701 strength
Vucumatha Control 14% — Cocijo 23 Ly, ~2287 strength

Alerts:
Awara Alert 92% *92.9%Taranis 22 Ly, 9157 Ls starport, 7962 Ls outpost
HIP 2422 Alert 78% *78.8%Oya 24 Ly, 4995 Ls starport
Nu Guang Alert 48% *48.9%Raijin 19 Ly, 44 Ls starport, 1040 Ls outpost, 44 Ls planet
HIP 20527 Alert 46% — Indra 23 Ly, 595 Ls starport, 595 Ls outpost
HIP 21991 Alert 14% — Taranis 26 Ly, 1149 Ls starport
Paeni Alert 10% — Taranis 27 Ly, 404 Ls starport

Clean-up:
Pegasi Sector OI-S b4-4 Control 36% — Raijin 22 Ly, empty, ~507 strength


Thank you @Phill P and CMDR Carpets both most kindly for the extensive activity comparison; that is the first time I have seen such anything which relates various actions so thoroughly! Definitely I will be revising known actions based on that at some point.

I am thinking that we may end up with two different index values in common use; quite obviously, the system strength estimates here are based around Harvest operations and indexed by the Research sample, but by passenger makes perfect sense when a full cabin can alight at a Rescue megaship to produce something observable at the departure system.

I am planning an updated strength table and graphs for empty systems now that I am sure nothing has changed this week, which for the moment will be still the Harvest index H while considering how best to make things useful for different types of operation. If one passenger is the most useful Evacuation index E, my feeling is either to state both the H-strength and the E-strength, or perhaps set one unit to be 2H = 100E to keep the visible number down at a manageable amount. Ideas very welcome!
 
Looks like we'll be at Hadad for a while longer so I'd like to appeal for a head start at Thor if I can!
Main target is HIP 20509, 31 LY inhabited, so should need around 1500.

I just sent a INIV fleet carrier to Theemim A nearby with a max buy for scout and cyclops samples, carrier is-
Harvest - HIP 20509 HNZ-G1F

Partial supply is fine, plan is to clear it eventually anyway.
HIP 20489 is also nearby and on the list, 29 LY empty so more like 350 there.
The buy is a good amount more than needed - no problem if it ends up transporting samples for other systems :D
 
Ideas very welcome!
It won't fully translate due to the different activities in different system types, no passengers in Controls for example. But you could do something similar.

With our Alert equation we can re-express it thus;

E = base value of system, derived from one evacuee (injured or refugee). This is the figure that changes with distance from maelstrom.
Q = number of evacuees.
R = the ‘mission bonus’ for refugee missions. For Alerts, E x 10.
I = the ‘mission bonus’ for injured missions. For Alerts, E x 50.
M = number of missions.

So:
Refugee activity value = EQ + RM
Injured activity value = EQ + IM


Worked Example 2 - Koko Oh
In Koko Oh we observed a progress value of 0.007774 from 0 after handing in 40 injured from 10 missions. We can plug those in and work out the value of E.

Value of work done = 0.007774
E = unknown
Q = 40
I = E x 50
M = 10

So;

0.007774 = ( E x 40 ) + ( I x 10 )

But I = E x 50 so

0.007774 = ( E x 40 ) + ( E x 500 )

Therefore

0.007774 = 540 x E

E = ( 0.007774 / 540 )

E = 0.000014396.

Using this figure for E we could then calculate e.g. the value of one injured mission taking 5 injured.

Value = EQ + IM

= ( 0.000014396 x 5 ) + ( (0.000014396 x 50 ) x 1 )

= 0.0007917962.

The final test was to do one mission for 5 Injured and record the war progress value. Which gave a progress of 0.000792 because the journal only goes to 6 decimal places. The equation is now confirmed both ways.


I'm sure you could come up with a similar equation for the specific activities in Controls. Perhaps based on one Scout kill since there are no passengers, which you could discover by killing a Scout and comparing it to a Tissue Sample which you can also get the value for, with Interceptor kills derived the same way.

Ending up with something like (these are obviously made up as an example);

One Scout Kill = V
Cyclops - 12V
Basilisk - 16V
Medusa - 20V
Hydra - 30V
Glaive - search me :)
One Tissue Sample = 25V

Using Kills instead of Missions and then instead of Mission Bonuses it could be bonuses for clearing CZs or something.

Just throwing out ideas but it should work as long as you can get solid values for activities in Controls.
 
Search through your journal for "WarProgress". The figure updates each time you jump into system, or by logging out and back in while in system.

As for what activities actually do, the full document is on our Discord but here are the cliff notes. Credit to CMDR Carpets for his intense testing and patience. Feel free to copy it to a text file for reference.

This is for Alert systems but activity values are likely similar for Invasions with rescues perhaps worth a little more, some possible variation for having Injured/Wounded/Critically Wounded compared to only having Injured in Alerts and values for kills may be slightly different too, but none of them should be massively so. Tissue Sampling seems less effective than in Alerts and Controls but we'd already noticed that before the war progress was added to the journal, thanks to the work done by Yttrbio et al. Invasions have not been fully testable since the war progress was written into the journal due to the inability to either isolate one or make small amounts of other player activity there statistically irrelevant.

Distance from maelstrom is the only difficulty modifier we have found. We can think of it as setting the "base value" of the system. The base value can be found by doing an activity and measuring the progress, or by simply making an estimate based on maelstrom distance once you have a few values from other systems to compare. It probably follows the same difficulty curve as Controls, we can't imagine why it would have its own, but with lower thresholds and so far with a smaller range of distances.

Worked Example - Ngolite.
Ngolite is 26.89 LY from the Raijin maelstrom. It was in Alert at time of testing.

Activity values are static within systems of the same type so they are all a multiple of each other depending on which you use to establish the base value for the system you want. A Refugee or Injured is easiest to get a baseline from.

The base value for Ngolite was 0.000014385 before the last update so it might be a little higher now. We'll call this value "V".

Activity values are as follows;

Rescues and Salvage
Refugee = V
Refugee mission = 10V
Injured = V
Injured mission = 50V
Occupied escape pod = 10V
Damaged escape pod = 10V
Black box = 5V

Deliveries
Unit of delivered cargo = 0.1V
Delivery mission = 20V
Delivery wing mission = 50V

AX
Scout mission = 70V
Scout = 0.5V
Cyclops = 12V
Orthrus = 200V

Tissue Sampling
Tissue sample = 50V

You can extrapolate further if you like and calculate the progress of a particular mission, such as;

  • Refugees = ( V x Quantity of refugees ) + ( 10V x Quantity of missions )
  • Injured = ( V x Quantity of injured ) + ( 50V x Quantity of missions )
  • Deliveries = ( 0.1V x Quantity of cargo ) + ( 20V x Quantity of missions )
  • Wing deliveries = ( 0.1V x Quantity of cargo ) + ( 50V x Quantity of missions )

Or you can just take the values of each activity as a simple guide and focus on high value activities. However, for those wanting a fast way to cheese the system forget about it, it's not that simple.

As Injured are small in number taking a mixture of Injured and Refugees is more productive. Take all the Injured you can and fill your remaining space with Passengers because until you get Critically Wounded the Injured and Wounded won't even fill a Python, so not taking Passengers as well is literally a waste of space and waiting for more Injured or Wounded is a waste of time you could spend taking Refugees which are at least worth something. Take a combo every trip.


For anyone still confused about the various Port states in an Invasion system, a quick guide;

The Passenger Board has the same missions throughout the Invasion. The Mission Board, however, changes depending on the state of the Port.

Those states are Unattacked->Attacked->Damaged.

a) - Unattacked - Delivery Missions and Evacuate the Injured. The Commodity Market is open and can be sold to directly.

The Injured are small amounts of people already placed in escape pods and require cargo racks instead of passenger bays. The more damaged the Port gets, the worse the Injured become.

b) - Attacked - Commodity Market closes. Deliveries now possible with Missions only. The Injured become Wounded.

c) - Damaged - The Port is no longer considered “Active” i.e. it no longer has the ability to receive and trade goods in the literal meaning of the word Port. Delivery Missions are removed and the Wounded become Critically Wounded. The number of missions and number of wounded per mission increases.
Regarding the Injured missions, these average 4-6 permission usually so if you're taking from multiple ports (usually ~5 missions per port) you can fill all 20 mission slots for 80-120 injured.
If there are fewer ports we might come up short so filling remaining slots with passenger cabins allows us to grab refugees on an ad hoc basis when we have spare missions.
 
Regarding the Injured missions, these average 4-6 permission usually so if you're taking from multiple ports (usually ~5 missions per port) you can fill all 20 mission slots for 80-120 injured.
If there are fewer ports we might come up short so filling remaining slots with passenger cabins allows us to grab refugees on an ad hoc basis when we have spare missions.
There is a cost-benefit debate on whether it would mean more progress/hr by just stocking a mixture of injured and passengers at one port, rather than having to fly to and dock at 5 per run. However, with the formulae above, I'd guess that it'll still be better off to stock up on all Injured unless the ports are quite far apart.
 
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