Combat balance 45%
Normal metal value of finished enemy units destroyed, minus finished units lost to enemies.
Learn
What these numbers are, where they come from, and what they do not tell you. Read the short version first. The rest is here when you want it.
The short version
About a minute to read. Every number on this page is real data from the site.
Words explained
Every "?" on the site opens one of these. Each word has its own link, so you can send it to someone.
How rankings work
All maps use the same completed-unit model. It compares what a player did in five-minute steps with reference players in the same situation.
Normal metal value of finished enemy units destroyed, minus finished units lost to enemies.
Recorded income, including reclaim and game-rule income.
Recorded energy production, including energy that could not be stored.
Normal metal value of finished fighting units and defences; not exact spending.
A latest recorded OS above 30, and at least 5 scored games across 3 UTC dates.
Established needs at least 10 scored games across 5 dates, and at least 60% usable coverage among games long enough to score. Early uses the same calculation but gets no medal.
Games under 8 minutes are context only. Scoring leaves out the last 3 minutes of each game and uses five-minute steps through minute 30.
Reference players in the same map version, format, starting layout, game and engine version, settings and time interval. The player being scored is left out, and each reference account counts equally.
The score moves toward 50 when fewer playing dates were recorded. The likely range shows how much it changes when those dates are resampled.
What the score is not
Data and limits
BAR Fight turns public Beyond All Reason replays into player comparisons, map statistics and position rankings. These numbers describe recorded games. They do not tell the whole story of a player or a team.
Active comparisons and statistics use GEX, a community project that extracts measurements and unit events from public replays. Earlier Supreme Isthmus captures remain archived for verification. They are not used in active GEX-only comparisons. Each match is counted once. Position playback uses recorded 30-second GEX observations; construction progress and simulation-based team coaching remain unavailable.
The official replay archive is the source of public games. This is not a complete record of every BAR match. Imports can be delayed, captures can be incomplete, and private games are not included.
A game is one match. A player game is one player's appearance in one match: an 8v8 match can contribute 16 player games. Account IDs keep a player's history together when their name changes.
Coverage is the percentage of selected player games with usable measurements. Missing values stay missing; they are not treated as zero. A game can support an economy chart while lacking the unit events needed for an opening chart. Each chart keeps its own denominator, so different coverage percentages can be correct.
Our featured map answers use players with a recorded replay rating of OS 40 or higher, including exactly 40. That is a reference group of experienced players, not proof every choice was good. Explore lets you change it.
The first fighting unit means the first completed mobile fighting unit in the recorded event data. Commanders, builders, buildings and static defences are excluded. Units completed at the same recorded time are shown together.
Build timing uses the first recorded completion of the chosen unit or group for each selected player game. The typical time is the median among player games where it was observed. The middle half runs from the 25th to the 75th percentile. The percentage reaching a build uses all selected player games with usable unit events, including games where it never appeared. Games do not have to last 20 minutes to contribute.
Grouped constructors or economy buildings combine explicitly selected units with a similar purpose across factions. Their costs and abilities are not assumed equal. Receiving a unit and building it are different questions; transfers do not prove payment.
We combine opposite starting spots only when the map layout supports that pairing. Unclear starts remain outside a named position. A starting spot gives context, but a player can change responsibilities during a match.
Map versions stay separate. Featured timing summaries can include several game patches; their labels say which filters were used. In Explore you can narrow an answer to one game version. A common timing is a description, not a deadline: pressure, teammates and enemy choices can make a different build appropriate.
The same word can mean a different group of games on different pages. This is the lens each part of the site uses.
| Where | Which games | Can you change it? |
|---|---|---|
| Position guides and Home | Players with OS 40 or higher, Large teams with 16 players, finished builds, one map version. | Open the same question in Explore. |
| Explore | The scope shown above each answer. Most captured answers use OS 40 or higher in Large teams. Opening orders use all ratings and formats. | Yes: position, rating, faction, format, game version, dates, player. |
| Rankings | Players with a latest recorded OS above 30 and enough scored games, scored against reference players in the same situation. | Map, format and position. |
| Compare | The map, dates, format and position you choose. Both players use the same filters. | Yes. |
| In-game widget and Discord bot | The widget covers Supreme Isthmus v2.1, human 8v8 games of at least five minutes, over the last 30 UTC days. The bot reads the same published data. | The bot lets you pick a map and position. |
Ask. Data questions are one of the topics on the contact form.