BAR FIGHTBeyond All Reason
Understand the game behind the numbers.

Daily snapshot · Supreme Isthmus v2.1

Position rankings.

Explore how players perform in each position, from combat exchanges to economy and fighting forces. Open a player to see the calculation, uncertainty and replay evidence.

Latest recorded OS > 30Both map sides combinedProvisional measured contribution
Last refreshed
24 Sep 2026 · 15:42 UTCDaily refresh · 04:00 UTC
Available match dates
15 Sep 2026 – 22 Sep 2026Actual processed archive coverage · UTC
Source archive
1,653 eligible matchesValidated public replay data

Leaders by position

Scoring & eligibility ↓

Geo sea

Role-weighted performance · both map sides

OVERALL INDEX

11 qualifying players · OS above 30 · open a player to explore the calculation and evidence.

OVERALL #1sirniho22 scored games · 8 playing dates61.7Overall indexNet combat exchange 57Metal income 71Energy income 62Military construction 62Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange57.2

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 45% · complete data in 100.0% of scored games

Metal income71.0

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 20% · complete data in 100.0% of scored games

Energy income61.8

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction62.4

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange57.245%25.7
Metal income71.020%14.2
Energy income61.810%6.2
Military construction62.425%15.6

Before the evidence adjustment: 69.0. Keep 61.5% of that result and 38.5% of the typical value, 50: 69.0 × 0.615 + 50 × 0.385 = 61.7. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
59.3–65.4
Eligible-game coverage
73.3%
Scored games
22
Playing dates
8

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes72.222 measured games
Mid · 10–20 minutes62.215 measured games
Late · 20–30 minutes73.48 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: No clear change. Observed change -4.1 points. Recent 67.0 versus earlier 71.1; the periods split at 19 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -9.5–13.6 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces38.8%100.0%
5mNearby cover of threatened allied assets2.3 metal100.0%
5mEnemy force near the starting area3.4 metal100.0%
10mArmy near recorded enemy forces63.2%77.3%
10mNearby cover of threatened allied assets10.9 metal77.3%
10mEnemy force near the starting area0.0 metal77.3%
15mArmy near recorded enemy forces44.1%63.6%
15mNearby cover of threatened allied assets420.6 metal68.2%
15mEnemy force near the starting area100.8 metal68.2%
20mArmy near recorded enemy forces50.9%50.0%
20mNearby cover of threatened allied assets0.9 metal50.0%
20mEnemy force near the starting area0.0 metal50.0%

Units given to allies at 5 minutes: 83 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 22 Sep 2026 · Won
    Game index 93.1 · 5m: 93.1
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange442 metal / 5 min97.5
    5mMetal income4,094 metal / 5 min92.0
    5mEnergy income54,011 energy / 5 min69.5
    5mMilitary construction2,057 metal / 5 min95.4
  • Weaker measured game ↗ · 21 Sep 2026 · Won
    Game index 36.2 · 5m: 36.2
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-411 metal / 5 min3.8
    5mMetal income3,490 metal / 5 min55.1
    5mEnergy income45,751 energy / 5 min36.5
    5mMilitary construction1,406 metal / 5 min79.2
  • Typical measured game ↗ · 20 Sep 2026 · Lost
    Game index 67.4 · 5m: 88.7 · 10m: 49.7 · 15m: 31.4 · 20m: 72.4 · 25m: 92.3 · 30m: 69.5
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange14 metal / 5 min77.2
    5mMetal income4,330 metal / 5 min97.5
    5mEnergy income65,607 energy / 5 min94.2
    5mMilitary construction2,418 metal / 5 min100.0
    10mNet combat exchange690 metal / 5 min63.3
    10mMetal income7,236 metal / 5 min42.4
    10mEnergy income125,812 energy / 5 min39.0
    10mMilitary construction4,388 metal / 5 min35.6
    15mNet combat exchange-2,663 metal / 5 min8.6
    15mMetal income20,213 metal / 5 min84.5
    15mEnergy income190,853 energy / 5 min37.1
    15mMilitary construction5,223 metal / 5 min27.6
    20mNet combat exchange10,442 metal / 5 min85.7
    20mMetal income28,316 metal / 5 min63.3
    20mEnergy income515,868 energy / 5 min49.0
    20mMilitary construction14,437 metal / 5 min65.3
    25mNet combat exchange13,738 metal / 5 min95.5
    25mMetal income41,993 metal / 5 min90.9
    25mEnergy income1,112,043 energy / 5 min77.3
    25mMilitary construction33,501 metal / 5 min93.9
    30mNet combat exchange26,075 metal / 5 min97.7
    30mMetal income36,891 metal / 5 min52.3
    30mEnergy income990,524 energy / 5 min54.5
    30mMilitary construction13,526 metal / 5 min38.6
OVERALL #2KingBenjai11 scored games · 5 playing dates59.8Overall indexNet combat exchange 58Metal income 65Energy income 51Military construction 63Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange57.8

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 45% · complete data in 100.0% of scored games

Metal income65.3

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 20% · complete data in 100.0% of scored games

Energy income50.9

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction62.5

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange57.845%26.0
Metal income65.320%13.1
Energy income50.910%5.1
Military construction62.525%15.6

Before the evidence adjustment: 69.6. Keep 50.0% of that result and 50.0% of the typical value, 50: 69.6 × 0.500 + 50 × 0.500 = 59.8. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
56.2–62.5
Eligible-game coverage
61.1%
Scored games
11
Playing dates
5

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes73.711 measured games
Mid · 10–20 minutes62.58 measured games
Late · 20–30 minutes63.96 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: not enough comparable games in both periods.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces55.2%100.0%
5mNearby cover of threatened allied assets0.0 metal100.0%
5mEnemy force near the starting area0.0 metal100.0%
10mArmy near recorded enemy forces71.1%72.7%
10mNearby cover of threatened allied assets32.7 metal72.7%
10mEnemy force near the starting area0.0 metal72.7%
15mArmy near recorded enemy forces64.5%72.7%
15mNearby cover of threatened allied assets171.1 metal72.7%
15mEnemy force near the starting area292.5 metal72.7%
20mArmy near recorded enemy forces68.5%72.7%
20mNearby cover of threatened allied assets911.5 metal72.7%
20mEnemy force near the starting area0.0 metal72.7%

Units given to allies at 5 minutes: 113 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 17 Sep 2026 · Won
    Game index 86.3 · 5m: 86.3
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange240 metal / 5 min90.0
    5mMetal income4,260 metal / 5 min92.3
    5mEnergy income51,324 energy / 5 min54.8
    5mMilitary construction1,734 metal / 5 min87.4
  • Weaker measured game ↗ · 17 Sep 2026 · Lost
    Game index 48.7 · 5m: 85.2 · 10m: 76.9 · 15m: 34.7 · 20m: 49.7 · 25m: 27.3 · 30m: 18.6
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange177 metal / 5 min90.0
    5mMetal income4,261 metal / 5 min92.3
    5mEnergy income41,939 energy / 5 min32.5
    5mMilitary construction1,893 metal / 5 min91.8
    10mNet combat exchange2,388 metal / 5 min92.9
    10mMetal income10,009 metal / 5 min87.8
    10mEnergy income151,211 energy / 5 min46.8
    10mMilitary construction4,310 metal / 5 min51.6
    15mNet combat exchange-3,729 metal / 5 min8.9
    15mMetal income19,598 metal / 5 min72.0
    15mEnergy income220,688 energy / 5 min36.1
    15mMilitary construction6,993 metal / 5 min50.6
    20mNet combat exchange1,904 metal / 5 min75.8
    20mMetal income14,908 metal / 5 min25.9
    20mEnergy income175,128 energy / 5 min13.2
    20mMilitary construction10,409 metal / 5 min36.3
    25mNet combat exchange-12,439 metal / 5 min5.0
    25mMetal income29,629 metal / 5 min53.4
    25mEnergy income623,058 energy / 5 min36.5
    25mMilitary construction13,513 metal / 5 min42.9
    30mNet combat exchange-24,280 metal / 5 min4.0
    30mMetal income28,782 metal / 5 min32.9
    30mEnergy income1,023,394 energy / 5 min39.2
    30mMilitary construction9,176 metal / 5 min25.1
  • Typical measured game ↗ · 22 Sep 2026 · Won
    Game index 69.4 · 5m: 78.0 · 10m: 44.1 · 15m: 89.7 · 20m: 51.8 · 25m: 60.9 · 30m: 92.2
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min63.1
    5mMetal income4,919 metal / 5 min100.0
    5mEnergy income44,181 energy / 5 min45.8
    5mMilitary construction2,298 metal / 5 min100.0
    10mNet combat exchange-1,724 metal / 5 min9.1
    10mMetal income9,428 metal / 5 min73.4
    10mEnergy income162,023 energy / 5 min57.9
    10mMilitary construction5,248 metal / 5 min78.0
    15mNet combat exchange10,233 metal / 5 min100.0
    15mMetal income19,407 metal / 5 min81.0
    15mEnergy income267,051 energy / 5 min44.4
    15mMilitary construction12,192 metal / 5 min96.3
    20mNet combat exchange1,961 metal / 5 min63.0
    20mMetal income27,277 metal / 5 min51.9
    20mEnergy income469,326 energy / 5 min61.1
    20mMilitary construction4,108 metal / 5 min27.8
    25mNet combat exchange130 metal / 5 min60.9
    25mMetal income47,871 metal / 5 min87.0
    25mEnergy income2,081,040 energy / 5 min95.7
    25mMilitary construction10,864 metal / 5 min26.1
    30mNet combat exchange27,193 metal / 5 min100.0
    30mMetal income85,015 metal / 5 min83.3
    30mEnergy income3,831,082 energy / 5 min83.3
    30mMilitary construction35,139 metal / 5 min88.9
OVERALL #3Rexalidus11 scored games · 5 playing dates58.5Overall indexNet combat exchange 59Metal income 60Energy income 51Military construction 60Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange58.6

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 45% · complete data in 100.0% of scored games

Metal income59.8

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 20% · complete data in 100.0% of scored games

Energy income51.4

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction60.1

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange58.645%26.4
Metal income59.820%12.0
Energy income51.410%5.1
Military construction60.125%15.0

Before the evidence adjustment: 67.0. Keep 50.0% of that result and 50.0% of the typical value, 50: 67.0 × 0.500 + 50 × 0.500 = 58.5. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
56.1–61.1
Eligible-game coverage
100.0%
Scored games
11
Playing dates
5

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes67.111 measured games
Mid · 10–20 minutes64.09 measured games
Late · 20–30 minutes65.23 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: not enough comparable games in both periods.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces49.3%100.0%
5mNearby cover of threatened allied assets20.9 metal100.0%
5mEnemy force near the starting area0.0 metal100.0%
10mArmy near recorded enemy forces69.3%90.9%
10mNearby cover of threatened allied assets0.0 metal90.9%
10mEnemy force near the starting area0.0 metal90.9%
15mArmy near recorded enemy forces47.9%81.8%
15mNearby cover of threatened allied assets279.4 metal81.8%
15mEnemy force near the starting area28.9 metal81.8%
20mArmy near recorded enemy forces49.8%81.8%
20mNearby cover of threatened allied assets92.7 metal81.8%
20mEnemy force near the starting area346.7 metal81.8%

Units given to allies at 5 minutes: 84 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 16 Sep 2026 · Won
    Game index 87.8 · 5m: 85.6 · 10m: 91.6 · 15m: 83.5 · 20m: 90.4
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange308 metal / 5 min91.4
    5mMetal income4,151 metal / 5 min89.6
    5mEnergy income44,708 energy / 5 min39.5
    5mMilitary construction1,861 metal / 5 min90.1
    10mNet combat exchange5,661 metal / 5 min100.0
    10mMetal income10,606 metal / 5 min91.5
    10mEnergy income144,281 energy / 5 min41.2
    10mMilitary construction6,913 metal / 5 min96.6
    15mNet combat exchange4,991 metal / 5 min89.6
    15mMetal income25,367 metal / 5 min95.9
    15mEnergy income382,358 energy / 5 min81.2
    15mMilitary construction8,248 metal / 5 min63.5
    20mNet combat exchange4,912 metal / 5 min84.5
    20mMetal income45,061 metal / 5 min97.5
    20mEnergy income784,319 energy / 5 min78.9
    20mMilitary construction38,784 metal / 5 min100.0
  • Weaker measured game ↗ · 20 Sep 2026 · Lost
    Game index 42.5 · 5m: 28.1 · 10m: 25.7 · 15m: 63.9 · 20m: 52.4
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-698 metal / 5 min0.6
    5mMetal income3,382 metal / 5 min31.4
    5mEnergy income50,904 energy / 5 min53.6
    5mMilitary construction1,143 metal / 5 min64.9
    10mNet combat exchange-648 metal / 5 min27.0
    10mMetal income7,640 metal / 5 min39.7
    10mEnergy income95,557 energy / 5 min10.8
    10mMilitary construction2,629 metal / 5 min18.0
    15mNet combat exchange331 metal / 5 min57.5
    15mMetal income19,737 metal / 5 min81.0
    15mEnergy income243,080 energy / 5 min52.4
    15mMilitary construction8,894 metal / 5 min66.3
    20mNet combat exchange-1,108 metal / 5 min38.0
    20mMetal income25,853 metal / 5 min55.8
    20mEnergy income500,947 energy / 5 min64.1
    20mMilitary construction15,924 metal / 5 min71.0
  • Typical measured game ↗ · 16 Sep 2026 · Won
    Game index 67.3 · 5m: 77.2 · 10m: 92.9 · 15m: 59.4 · 20m: 44.7 · 25m: 64.8
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange401 metal / 5 min94.2
    5mMetal income4,050 metal / 5 min82.3
    5mEnergy income46,583 energy / 5 min51.5
    5mMilitary construction972 metal / 5 min52.9
    10mNet combat exchange6,798 metal / 5 min100.0
    10mMetal income10,012 metal / 5 min86.2
    10mEnergy income159,068 energy / 5 min57.4
    10mMilitary construction7,752 metal / 5 min99.5
    15mNet combat exchange735 metal / 5 min62.9
    15mMetal income19,647 metal / 5 min80.4
    15mEnergy income288,099 energy / 5 min61.2
    15mMilitary construction4,916 metal / 5 min35.5
    20mNet combat exchange-1,380 metal / 5 min33.7
    20mMetal income24,068 metal / 5 min58.0
    20mEnergy income352,015 energy / 5 min37.5
    20mMilitary construction12,013 metal / 5 min56.5
    25mNet combat exchange4,042 metal / 5 min77.3
    25mMetal income52,150 metal / 5 min93.8
    25mEnergy income815,811 energy / 5 min56.2
    25mMilitary construction7,279 metal / 5 min22.6
4OVERALL #4TheSituation11 scored games · 5 playing dates58.0Overall indexNet combat exchange 54Metal income 62Energy income 47Military construction 66Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange54.0

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 45% · complete data in 100.0% of scored games

Metal income62.3

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 20% · complete data in 100.0% of scored games

Energy income46.6

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction66.1

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange54.045%24.3
Metal income62.320%12.5
Energy income46.610%4.7
Military construction66.125%16.5

Before the evidence adjustment: 66.0. Keep 50.0% of that result and 50.0% of the typical value, 50: 66.0 × 0.500 + 50 × 0.500 = 58.0. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
54.4–61.3
Eligible-game coverage
84.6%
Scored games
11
Playing dates
5

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes70.011 measured games
Mid · 10–20 minutes58.58 measured games
Late · 20–30 minutes69.12 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: not enough comparable games in both periods.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces51.0%100.0%
5mNearby cover of threatened allied assets21.0 metal100.0%
5mEnemy force near the starting area0.0 metal100.0%
10mArmy near recorded enemy forces82.8%81.8%
10mNearby cover of threatened allied assets49.9 metal81.8%
10mEnemy force near the starting area0.0 metal81.8%
15mArmy near recorded enemy forces69.6%72.7%
15mNearby cover of threatened allied assets133.3 metal72.7%
15mEnemy force near the starting area222.4 metal72.7%
20mArmy near recorded enemy forces83.1%36.4%
20mNearby cover of threatened allied assets321.3 metal36.4%
20mEnemy force near the starting area462.0 metal36.4%

Units given to allies at 5 minutes: 126 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 20 Sep 2026 · Won
    Game index 91.7 · 5m: 91.7
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange424 metal / 5 min96.8
    5mMetal income4,459 metal / 5 min95.2
    5mEnergy income44,620 energy / 5 min41.4
    5mMilitary construction2,708 metal / 5 min100.0
  • Weaker measured game ↗ · 20 Sep 2026 · Lost
    Game index 44.8 · 5m: 91.1 · 10m: 46.5 · 15m: 25.3 · 20m: 16.5
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange337 metal / 5 min95.1
    5mMetal income4,227 metal / 5 min92.1
    5mEnergy income46,913 energy / 5 min48.9
    5mMilitary construction2,297 metal / 5 min100.0
    10mNet combat exchange-90 metal / 5 min42.4
    10mMetal income7,719 metal / 5 min48.2
    10mEnergy income108,866 energy / 5 min25.2
    10mMilitary construction4,959 metal / 5 min61.0
    15mNet combat exchange-2,000 metal / 5 min13.5
    15mMetal income16,560 metal / 5 min57.7
    15mEnergy income215,850 energy / 5 min38.3
    15mMilitary construction3,490 metal / 5 min15.3
    20mNet combat exchange-2,102 metal / 5 min23.0
    20mMetal income10,740 metal / 5 min6.3
    20mEnergy income147,119 energy / 5 min9.5
    20mMilitary construction5,004 metal / 5 min15.6
  • Typical measured game ↗ · 20 Sep 2026 · Won
    Game index 70.0 · 5m: 64.7 · 10m: 75.3
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-23 metal / 5 min33.5
    5mMetal income4,422 metal / 5 min98.8
    5mEnergy income46,952 energy / 5 min48.9
    5mMilitary construction2,651 metal / 5 min100.0
    10mNet combat exchange2,690 metal / 5 min90.4
    10mMetal income7,811 metal / 5 min50.4
    10mEnergy income126,189 energy / 5 min38.5
    10mMilitary construction5,716 metal / 5 min82.6
5OVERALL #5SHOGVN33 scored games · 8 playing dates57.8Overall indexNet combat exchange 61Metal income 59Energy income 36Military construction 60Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange60.7

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 45% · complete data in 100.0% of scored games

Metal income59.4

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 20% · complete data in 100.0% of scored games

Energy income35.9

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction60.0

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange60.745%27.3
Metal income59.420%11.9
Energy income35.910%3.6
Military construction60.025%15.0

Before the evidence adjustment: 62.7. Keep 61.5% of that result and 38.5% of the typical value, 50: 62.7 × 0.615 + 50 × 0.385 = 57.8. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
53.9–60.0
Eligible-game coverage
86.8%
Scored games
33
Playing dates
8

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes66.433 measured games
Mid · 10–20 minutes54.522 measured games
Late · 20–30 minutes49.45 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: No clear change. Observed change +2.6 points. Recent 63.9 versus earlier 61.3; the periods split at 19 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -8.5–9.7 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces45.3%97.0%
5mNearby cover of threatened allied assets15.8 metal100.0%
5mEnemy force near the starting area8.2 metal100.0%
10mArmy near recorded enemy forces78.9%81.8%
10mNearby cover of threatened allied assets15.9 metal81.8%
10mEnemy force near the starting area4.1 metal81.8%
15mArmy near recorded enemy forces52.6%63.6%
15mNearby cover of threatened allied assets311.0 metal66.7%
15mEnemy force near the starting area2.5 metal66.7%
20mArmy near recorded enemy forces45.3%42.4%
20mNearby cover of threatened allied assets248.5 metal45.5%
20mEnemy force near the starting area0.0 metal45.5%

Units given to allies at 5 minutes: 19 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 22 Sep 2026 · Won
    Game index 87.7 · 5m: 87.7
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange409 metal / 5 min97.1
    5mMetal income4,047 metal / 5 min87.5
    5mEnergy income42,539 energy / 5 min25.0
    5mMilitary construction2,223 metal / 5 min96.2
  • Weaker measured game ↗ · 16 Sep 2026 · Won
    Game index 22.5 · 5m: 21.8 · 10m: 35.4 · 15m: 12.2 · 20m: 20.7
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-305 metal / 5 min6.8
    5mMetal income2,968 metal / 5 min14.6
    5mEnergy income28,111 energy / 5 min5.0
    5mMilitary construction1,113 metal / 5 min61.4
    10mNet combat exchange591 metal / 5 min70.0
    10mMetal income4,601 metal / 5 min4.0
    10mEnergy income37,148 energy / 5 min1.1
    10mMilitary construction2,580 metal / 5 min12.2
    15mNet combat exchange-860 metal / 5 min25.9
    15mMetal income1,850 metal / 5 min0.7
    15mEnergy income3,400 energy / 5 min0.7
    15mMilitary construction100 metal / 5 min1.4
    20mNet combat exchange0 metal / 5 min45.3
    20mMetal income0 metal / 5 min0.6
    20mEnergy income0 energy / 5 min0.6
    20mMilitary construction0 metal / 5 min0.8
  • Typical measured game ↗ · 20 Sep 2026 · Won
    Game index 63.4 · 5m: 90.9 · 10m: 60.2 · 15m: 65.9 · 20m: 70.2 · 25m: 61.3 · 30m: 32.0
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange630 metal / 5 min98.2
    5mMetal income4,450 metal / 5 min99.1
    5mEnergy income44,558 energy / 5 min38.2
    5mMilitary construction2,064 metal / 5 min92.5
    10mNet combat exchange-50 metal / 5 min44.7
    10mMetal income8,510 metal / 5 min68.4
    10mEnergy income112,457 energy / 5 min26.5
    10mMilitary construction6,498 metal / 5 min94.9
    15mNet combat exchange6,172 metal / 5 min90.5
    15mMetal income17,034 metal / 5 min59.7
    15mEnergy income210,576 energy / 5 min37.6
    15mMilitary construction5,571 metal / 5 min37.8
    20mNet combat exchange3,397 metal / 5 min77.2
    20mMetal income26,929 metal / 5 min61.1
    20mEnergy income486,123 energy / 5 min54.2
    20mMilitary construction15,247 metal / 5 min71.2
    25mNet combat exchange2,641 metal / 5 min64.5
    25mMetal income41,804 metal / 5 min73.0
    25mEnergy income1,047,722 energy / 5 min67.4
    25mMilitary construction16,360 metal / 5 min43.6
    30mNet combat exchange-11,634 metal / 5 min7.6
    30mMetal income49,280 metal / 5 min65.2
    30mEnergy income1,347,203 energy / 5 min53.0
    30mMilitary construction15,726 metal / 5 min40.9
6OVERALL #6Hummell12 scored games · 6 playing dates56.9Overall indexNet combat exchange 55Metal income 60Energy income 42Military construction 64Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange55.0

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 45% · complete data in 100.0% of scored games

Metal income59.7

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 20% · complete data in 100.0% of scored games

Energy income42.1

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction64.0

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange55.045%24.8
Metal income59.720%11.9
Energy income42.110%4.2
Military construction64.025%16.0

Before the evidence adjustment: 62.7. Keep 54.5% of that result and 45.5% of the typical value, 50: 62.7 × 0.545 + 50 × 0.455 = 56.9. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
53.9–61.2
Eligible-game coverage
92.3%
Scored games
12
Playing dates
6

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes70.112 measured games
Mid · 10–20 minutes56.37 measured games
Late · 20–30 minutes47.44 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: No clear change. Observed change -3.1 points. Recent 61.4 versus earlier 64.5; the periods split at 20 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -14.2–11.0 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces43.3%100.0%
5mNearby cover of threatened allied assets25.1 metal100.0%
5mEnemy force near the starting area12.2 metal100.0%
10mArmy near recorded enemy forces63.8%91.7%
10mNearby cover of threatened allied assets114.8 metal91.7%
10mEnemy force near the starting area0.0 metal91.7%
15mArmy near recorded enemy forces26.6%58.3%
15mNearby cover of threatened allied assets50.2 metal58.3%
15mEnemy force near the starting area0.0 metal58.3%
20mArmy near recorded enemy forces37.7%41.7%
20mNearby cover of threatened allied assets434.8 metal41.7%
20mEnemy force near the starting area14.6 metal41.7%

Units given to allies at 5 minutes: 6 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 22 Sep 2026 · Won
    Game index 74.2 · 5m: 82.2 · 10m: 80.5 · 15m: 67.0
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange300 metal / 5 min94.3
    5mMetal income3,937 metal / 5 min71.4
    5mEnergy income44,053 energy / 5 min42.8
    5mMilitary construction1,771 metal / 5 min84.8
    10mNet combat exchange3,252 metal / 5 min91.9
    10mMetal income8,399 metal / 5 min63.2
    10mEnergy income129,466 energy / 5 min45.1
    10mMilitary construction6,077 metal / 5 min88.0
    15mNet combat exchange5,593 metal / 5 min90.7
    15mMetal income14,330 metal / 5 min38.9
    15mEnergy income162,316 energy / 5 min17.6
    15mMilitary construction8,204 metal / 5 min66.7
  • Weaker measured game ↗ · 21 Sep 2026 · Lost
    Game index 40.1 · 5m: 50.2 · 10m: 30.0
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-654 metal / 5 min2.3
    5mMetal income4,427 metal / 5 min95.8
    5mEnergy income47,439 energy / 5 min57.2
    5mMilitary construction2,108 metal / 5 min97.3
    10mNet combat exchange-5,283 metal / 5 min0.0
    10mMetal income7,592 metal / 5 min46.5
    10mEnergy income90,385 energy / 5 min20.3
    10mMilitary construction5,124 metal / 5 min74.8
  • Typical measured game ↗ · 16 Sep 2026 · Lost
    Game index 65.1 · 5m: 78.1 · 10m: 50.8 · 15m: 69.8 · 20m: 62.2 · 25m: 56.5 · 30m: 73.0
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange96 metal / 5 min78.4
    5mMetal income4,080 metal / 5 min83.5
    5mEnergy income42,662 energy / 5 min38.3
    5mMilitary construction1,967 metal / 5 min88.9
    10mNet combat exchange-460 metal / 5 min29.1
    10mMetal income8,780 metal / 5 min71.5
    10mEnergy income100,393 energy / 5 min19.8
    10mMilitary construction5,946 metal / 5 min85.6
    15mNet combat exchange1,145 metal / 5 min66.4
    15mMetal income18,046 metal / 5 min70.2
    15mEnergy income167,961 energy / 5 min22.3
    15mMilitary construction11,463 metal / 5 min94.8
    20mNet combat exchange3,536 metal / 5 min80.4
    20mMetal income27,724 metal / 5 min71.9
    20mEnergy income254,261 energy / 5 min20.0
    20mMilitary construction9,077 metal / 5 min38.7
    25mNet combat exchange-1,842 metal / 5 min37.4
    25mMetal income32,236 metal / 5 min56.0
    25mEnergy income1,040,188 energy / 5 min67.5
    25mMilitary construction27,617 metal / 5 min86.9
    30mNet combat exchange6,429 metal / 5 min78.9
    30mMetal income45,726 metal / 5 min71.6
    30mEnergy income1,144,438 energy / 5 min54.5
    30mMilitary construction27,368 metal / 5 min71.1
7OVERALL #7AcquiredTaste15 scored games · 6 playing dates56.0Overall indexNet combat exchange 53Metal income 58Energy income 43Military construction 65Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange53.2

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 45% · complete data in 100.0% of scored games

Metal income58.3

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 20% · complete data in 100.0% of scored games

Energy income42.9

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction64.6

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange53.245%23.9
Metal income58.320%11.7
Energy income42.910%4.3
Military construction64.625%16.1

Before the evidence adjustment: 61.0. Keep 54.5% of that result and 45.5% of the typical value, 50: 61.0 × 0.545 + 50 × 0.455 = 56.0. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
51.1–61.5
Eligible-game coverage
68.2%
Scored games
15
Playing dates
6

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes60.815 measured games
Mid · 10–20 minutes60.512 measured games
Late · 20–30 minutes59.35 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: No clear change. Observed change +0.1 points. Recent 61.1 versus earlier 61.0; the periods split at 19 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -12.8–27.1 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces47.9%100.0%
5mNearby cover of threatened allied assets5.6 metal100.0%
5mEnemy force near the starting area0.0 metal100.0%
10mArmy near recorded enemy forces55.5%93.3%
10mNearby cover of threatened allied assets111.1 metal93.3%
10mEnemy force near the starting area6.0 metal93.3%
15mArmy near recorded enemy forces50.5%73.3%
15mNearby cover of threatened allied assets209.6 metal80.0%
15mEnemy force near the starting area0.0 metal80.0%
20mArmy near recorded enemy forces51.2%53.3%
20mNearby cover of threatened allied assets41.2 metal53.3%
20mEnemy force near the starting area0.0 metal53.3%

Units given to allies at 5 minutes: 69 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 19 Sep 2026 · Won
    Game index 87.2 · 5m: 84.3 · 10m: 90.4 · 15m: 90.0 · 20m: 84.0
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange589 metal / 5 min97.2
    5mMetal income4,051 metal / 5 min82.3
    5mEnergy income39,322 energy / 5 min25.5
    5mMilitary construction1,811 metal / 5 min86.0
    10mNet combat exchange4,483 metal / 5 min99.2
    10mMetal income11,403 metal / 5 min95.9
    10mEnergy income128,838 energy / 5 min39.1
    10mMilitary construction6,198 metal / 5 min90.9
    15mNet combat exchange5,868 metal / 5 min93.0
    15mMetal income22,985 metal / 5 min92.1
    15mEnergy income325,665 energy / 5 min70.7
    15mMilitary construction10,704 metal / 5 min90.5
    20mNet combat exchange7,009 metal / 5 min86.8
    20mMetal income34,023 metal / 5 min87.7
    20mEnergy income450,560 energy / 5 min50.5
    20mMilitary construction20,155 metal / 5 min89.4
  • Weaker measured game ↗ · 21 Sep 2026 · Won
    Game index 26.5 · 5m: 26.5
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-393 metal / 5 min3.5
    5mMetal income3,111 metal / 5 min18.0
    5mEnergy income34,933 energy / 5 min11.7
    5mMilitary construction1,577 metal / 5 min80.5
  • Typical measured game ↗ · 17 Sep 2026 · Won
    Game index 63.9 · 5m: 45.1 · 10m: 82.7
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-200 metal / 5 min9.9
    5mMetal income3,757 metal / 5 min70.0
    5mEnergy income43,855 energy / 5 min37.2
    5mMilitary construction1,902 metal / 5 min91.6
    10mNet combat exchange1,115 metal / 5 min81.1
    10mMetal income11,449 metal / 5 min96.0
    10mEnergy income143,470 energy / 5 min37.8
    10mMilitary construction6,335 metal / 5 min93.0
8OVERALL #8ChaoticNoob15 scored games · 7 playing dates55.9Overall indexNet combat exchange 54Metal income 66Energy income 57Military construction 51Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange53.9

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 45% · complete data in 100.0% of scored games

Metal income66.0

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 20% · complete data in 100.0% of scored games

Energy income57.5

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction50.9

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange53.945%24.3
Metal income66.020%13.2
Energy income57.510%5.7
Military construction50.925%12.7

Before the evidence adjustment: 60.1. Keep 58.3% of that result and 41.7% of the typical value, 50: 60.1 × 0.583 + 50 × 0.417 = 55.9. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
53.0–58.7
Eligible-game coverage
83.3%
Scored games
15
Playing dates
7

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes62.915 measured games
Mid · 10–20 minutes58.010 measured games
Late · 20–30 minutes73.54 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: No clear change. Observed change -5.2 points. Recent 57.4 versus earlier 62.6; the periods split at 19 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -15.1–3.2 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces34.6%93.3%
5mNearby cover of threatened allied assets1.3 metal100.0%
5mEnemy force near the starting area5.0 metal100.0%
10mArmy near recorded enemy forces50.5%73.3%
10mNearby cover of threatened allied assets39.8 metal73.3%
10mEnemy force near the starting area193.2 metal73.3%
15mArmy near recorded enemy forces40.9%60.0%
15mNearby cover of threatened allied assets22.8 metal66.7%
15mEnemy force near the starting area0.0 metal66.7%
20mArmy near recorded enemy forces36.4%40.0%
20mNearby cover of threatened allied assets30.6 metal40.0%
20mEnemy force near the starting area0.0 metal40.0%

Units given to allies at 5 minutes: 63 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 17 Sep 2026 · Won
    Game index 71.1 · 5m: 41.8 · 10m: 84.4 · 15m: 72.2 · 20m: 85.9
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-9 metal / 5 min29.3
    5mMetal income3,984 metal / 5 min75.8
    5mEnergy income70,586 energy / 5 min97.2
    5mMilitary construction259 metal / 5 min15.0
    10mNet combat exchange1,380 metal / 5 min80.1
    10mMetal income9,961 metal / 5 min85.3
    10mEnergy income217,216 energy / 5 min85.4
    10mMilitary construction6,215 metal / 5 min91.0
    15mNet combat exchange2,700 metal / 5 min81.3
    15mMetal income23,646 metal / 5 min93.0
    15mEnergy income241,893 energy / 5 min45.5
    15mMilitary construction6,416 metal / 5 min50.0
    20mNet combat exchange8,043 metal / 5 min89.6
    20mMetal income32,908 metal / 5 min87.1
    20mEnergy income506,458 energy / 5 min57.6
    20mMilitary construction20,185 metal / 5 min89.5
  • Weaker measured game ↗ · 16 Sep 2026 · Lost
    Game index 36.0 · 5m: 36.0
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-51 metal / 5 min25.2
    5mMetal income3,494 metal / 5 min47.2
    5mEnergy income62,091 energy / 5 min78.7
    5mMilitary construction437 metal / 5 min29.3
  • Typical measured game ↗ · 19 Sep 2026 · Lost
    Game index 64.9 · 5m: 76.8 · 10m: 82.6 · 15m: 34.9 · 20m: 65.5
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange149 metal / 5 min83.0
    5mMetal income4,093 metal / 5 min84.0
    5mEnergy income53,428 energy / 5 min73.5
    5mMilitary construction1,171 metal / 5 min61.2
    10mNet combat exchange2,867 metal / 5 min93.5
    10mMetal income8,975 metal / 5 min74.8
    10mEnergy income163,471 energy / 5 min60.3
    10mMilitary construction5,504 metal / 5 min77.9
    15mNet combat exchange-7,837 metal / 5 min1.3
    15mMetal income17,701 metal / 5 min69.2
    15mEnergy income160,455 energy / 5 min19.7
    15mMilitary construction8,530 metal / 5 min74.0
    20mNet combat exchange2,052 metal / 5 min73.8
    20mMetal income23,793 metal / 5 min57.3
    20mEnergy income356,241 energy / 5 min37.9
    20mMilitary construction15,104 metal / 5 min68.0
9OVERALL #9haaven13 scored games · 6 playing dates55.1Overall indexNet combat exchange 56Metal income 59Energy income 54Military construction 51Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange55.5

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 45% · complete data in 100.0% of scored games

Metal income59.2

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 20% · complete data in 100.0% of scored games

Energy income54.1

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction51.3

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange55.545%25.0
Metal income59.220%11.8
Energy income54.110%5.4
Military construction51.325%12.8

Before the evidence adjustment: 59.3. Keep 54.5% of that result and 45.5% of the typical value, 50: 59.3 × 0.545 + 50 × 0.455 = 55.1. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
51.2–59.2
Eligible-game coverage
100.0%
Scored games
13
Playing dates
6

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes62.013 measured games
Mid · 10–20 minutes54.411 measured games
Late · 20–30 minutes54.310 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: No clear change. Observed change -7.4 points. Recent 56.4 versus earlier 63.8; the periods split at 19 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -22.9–9.4 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces43.1%100.0%
5mNearby cover of threatened allied assets42.3 metal100.0%
5mEnemy force near the starting area0.0 metal100.0%
10mArmy near recorded enemy forces57.0%92.3%
10mNearby cover of threatened allied assets3.3 metal92.3%
10mEnemy force near the starting area0.0 metal92.3%
15mArmy near recorded enemy forces61.7%84.6%
15mNearby cover of threatened allied assets189.8 metal84.6%
15mEnemy force near the starting area0.0 metal84.6%
20mArmy near recorded enemy forces61.2%84.6%
20mNearby cover of threatened allied assets242.6 metal84.6%
20mEnemy force near the starting area65.9 metal84.6%

Units given to allies at 5 minutes: 74 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 21 Sep 2026 · Lost
    Game index 81.4 · 5m: 74.5 · 10m: 88.4
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange284 metal / 5 min93.8
    5mMetal income3,537 metal / 5 min47.7
    5mEnergy income68,734 energy / 5 min94.8
    5mMilitary construction921 metal / 5 min53.1
    10mNet combat exchange2,102 metal / 5 min92.4
    10mMetal income10,266 metal / 5 min90.7
    10mEnergy income157,917 energy / 5 min58.2
    10mMilitary construction5,929 metal / 5 min91.5
  • Weaker measured game ↗ · 21 Sep 2026 · Lost
    Game index 41.4 · 5m: 20.3 · 10m: 40.3 · 15m: 40.5 · 20m: 61.7 · 25m: 31.0 · 30m: 54.3
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-294 metal / 5 min7.2
    5mMetal income3,018 metal / 5 min8.5
    5mEnergy income34,740 energy / 5 min9.1
    5mMilitary construction1,080 metal / 5 min58.0
    10mNet combat exchange394 metal / 5 min56.5
    10mMetal income6,293 metal / 5 min19.1
    10mEnergy income41,963 energy / 5 min0.0
    10mMilitary construction4,161 metal / 5 min44.1
    15mNet combat exchange892 metal / 5 min65.7
    15mMetal income9,673 metal / 5 min9.7
    15mEnergy income198,256 energy / 5 min29.6
    15mMilitary construction3,116 metal / 5 min24.1
    20mNet combat exchange7,715 metal / 5 min87.0
    20mMetal income28,041 metal / 5 min54.3
    20mEnergy income295,695 energy / 5 min35.2
    20mMilitary construction5,342 metal / 5 min32.7
    25mNet combat exchange-10,748 metal / 5 min8.7
    25mMetal income24,950 metal / 5 min39.1
    25mEnergy income578,823 energy / 5 min34.8
    25mMilitary construction17,208 metal / 5 min63.0
    30mNet combat exchange14,723 metal / 5 min86.1
    30mMetal income31,142 metal / 5 min33.3
    30mEnergy income637,837 energy / 5 min33.3
    30mMilitary construction5,061 metal / 5 min22.2
  • Typical measured game ↗ · 20 Sep 2026 · Won
    Game index 54.3 · 5m: 35.2 · 10m: 67.0 · 15m: 49.1 · 20m: 64.9 · 25m: 73.6 · 30m: 35.9
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-131 metal / 5 min13.2
    5mMetal income3,706 metal / 5 min51.0
    5mEnergy income52,892 energy / 5 min66.1
    5mMilitary construction909 metal / 5 min49.7
    10mNet combat exchange1,155 metal / 5 min73.9
    10mMetal income11,870 metal / 5 min94.1
    10mEnergy income133,214 energy / 5 min34.8
    10mMilitary construction4,262 metal / 5 min45.7
    15mNet combat exchange-712 metal / 5 min21.5
    15mMetal income19,675 metal / 5 min71.2
    15mEnergy income317,212 energy / 5 min63.8
    15mMilitary construction10,281 metal / 5 min75.3
    20mNet combat exchange1,362 metal / 5 min67.8
    20mMetal income28,795 metal / 5 min62.0
    20mEnergy income745,124 energy / 5 min79.3
    20mMilitary construction15,030 metal / 5 min56.5
    25mNet combat exchange13,688 metal / 5 min90.5
    25mMetal income42,329 metal / 5 min74.3
    25mEnergy income776,447 energy / 5 min51.9
    25mMilitary construction17,933 metal / 5 min51.4
    30mNet combat exchange-11,311 metal / 5 min20.0
    30mMetal income61,688 metal / 5 min75.0
    30mEnergy income2,519,487 energy / 5 min75.0
    30mMilitary construction9,251 metal / 5 min17.5
10OVERALL #10HappyMajo14 scored games · 6 playing dates51.7Overall indexNet combat exchange 53Metal income 53Energy income 47Military construction 51Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange52.5

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 45% · complete data in 100.0% of scored games

Metal income53.2

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 20% · complete data in 100.0% of scored games

Energy income47.1

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction50.7

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange52.545%23.6
Metal income53.220%10.6
Energy income47.110%4.7
Military construction50.725%12.7

Before the evidence adjustment: 53.0. Keep 54.5% of that result and 45.5% of the typical value, 50: 53.0 × 0.545 + 50 × 0.455 = 51.7. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
48.0–55.9
Eligible-game coverage
87.5%
Scored games
14
Playing dates
6

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes56.714 measured games
Mid · 10–20 minutes50.812 measured games
Late · 20–30 minutes44.87 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: No clear change. Observed change -7.8 points. Recent 50.3 versus earlier 58.0; the periods split at 19 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -16.3–7.7 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces46.0%100.0%
5mNearby cover of threatened allied assets0.0 metal100.0%
5mEnemy force near the starting area0.0 metal100.0%
10mArmy near recorded enemy forces56.7%85.7%
10mNearby cover of threatened allied assets59.9 metal92.9%
10mEnemy force near the starting area0.0 metal92.9%
15mArmy near recorded enemy forces53.1%71.4%
15mNearby cover of threatened allied assets25.8 metal85.7%
15mEnemy force near the starting area87.5 metal85.7%
20mArmy near recorded enemy forces67.7%35.7%
20mNearby cover of threatened allied assets0.0 metal57.1%
20mEnemy force near the starting area0.0 metal57.1%

Units given to allies at 5 minutes: 76 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 21 Sep 2026 · Lost
    Game index 75.4 · 5m: 44.6 · 10m: 89.3 · 15m: 84.0
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-85 metal / 5 min25.4
    5mMetal income3,994 metal / 5 min75.2
    5mEnergy income51,633 energy / 5 min70.5
    5mMilitary construction852 metal / 5 min44.3
    10mNet combat exchange4,444 metal / 5 min98.0
    10mMetal income11,908 metal / 5 min100.0
    10mEnergy income205,692 energy / 5 min72.0
    10mMilitary construction5,023 metal / 5 min72.0
    15mNet combat exchange7,768 metal / 5 min93.5
    15mMetal income17,281 metal / 5 min66.7
    15mEnergy income329,441 energy / 5 min64.4
    15mMilitary construction10,923 metal / 5 min88.4
  • Weaker measured game ↗ · 20 Sep 2026 · Lost
    Game index 21.1 · 5m: 37.0 · 10m: 15.1 · 15m: 16.1 · 20m: 20.2 · 25m: 19.2
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-120 metal / 5 min15.6
    5mMetal income3,734 metal / 5 min52.3
    5mEnergy income46,886 energy / 5 min40.4
    5mMilitary construction1,200 metal / 5 min61.9
    10mNet combat exchange-250 metal / 5 min33.5
    10mMetal income576 metal / 5 min0.0
    10mEnergy income12,437 energy / 5 min0.0
    10mMilitary construction326 metal / 5 min0.0
    15mNet combat exchange0 metal / 5 min34.7
    15mMetal income0 metal / 5 min0.0
    15mEnergy income0 energy / 5 min0.0
    15mMilitary construction0 metal / 5 min1.8
    20mNet combat exchange0 metal / 5 min42.4
    20mMetal income0 metal / 5 min1.1
    20mEnergy income0 energy / 5 min1.1
    20mMilitary construction0 metal / 5 min3.3
    25mNet combat exchange0 metal / 5 min39.3
    25mMetal income0 metal / 5 min2.9
    25mEnergy income0 energy / 5 min2.9
    25mMilitary construction0 metal / 5 min2.9
  • Typical measured game ↗ · 20 Sep 2026 · Lost
    Game index 58.4 · 5m: 34.5 · 10m: 40.6 · 15m: 76.3 · 20m: 61.2 · 25m: 69.2 · 30m: 68.9
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-51 metal / 5 min26.4
    5mMetal income4,084 metal / 5 min74.5
    5mEnergy income39,713 energy / 5 min24.6
    5mMilitary construction451 metal / 5 min20.8
    10mNet combat exchange-1,715 metal / 5 min12.1
    10mMetal income8,127 metal / 5 min51.0
    10mEnergy income167,929 energy / 5 min55.0
    10mMilitary construction5,865 metal / 5 min77.6
    15mNet combat exchange6,006 metal / 5 min96.8
    15mMetal income18,099 metal / 5 min63.5
    15mEnergy income182,703 energy / 5 min30.5
    15mMilitary construction9,668 metal / 5 min67.9
    20mNet combat exchange2,871 metal / 5 min80.4
    20mMetal income23,309 metal / 5 min41.8
    20mEnergy income290,151 energy / 5 min34.2
    20mMilitary construction14,038 metal / 5 min52.7
    25mNet combat exchange15,669 metal / 5 min91.4
    25mMetal income36,938 metal / 5 min62.1
    25mEnergy income984,615 energy / 5 min57.9
    25mMilitary construction11,900 metal / 5 min39.3
    30mNet combat exchange16,439 metal / 5 min85.0
    30mMetal income41,516 metal / 5 min47.5
    30mEnergy income1,327,709 energy / 5 min55.0
    30mMilitary construction24,648 metal / 5 min62.5
11OVERALL #11JesterB36 scored games · 6 playing dates51.2Overall indexNet combat exchange 49Metal income 53Energy income 40Military construction 59Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange48.7

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 45% · complete data in 100.0% of scored games

Metal income53.2

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 20% · complete data in 100.0% of scored games

Energy income39.6

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction58.7

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange48.745%21.9
Metal income53.220%10.6
Energy income39.610%4.0
Military construction58.725%14.7

Before the evidence adjustment: 52.2. Keep 54.5% of that result and 45.5% of the typical value, 50: 52.2 × 0.545 + 50 × 0.455 = 51.2. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
49.7–53.3
Eligible-game coverage
87.8%
Scored games
36
Playing dates
6

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes53.936 measured games
Mid · 10–20 minutes49.124 measured games
Late · 20–30 minutes45.07 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: No clear change. Observed change -1.6 points. Recent 51.5 versus earlier 53.2; the periods split at 20 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -5.8–9.0 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces48.4%100.0%
5mNearby cover of threatened allied assets14.0 metal100.0%
5mEnemy force near the starting area7.1 metal100.0%
10mArmy near recorded enemy forces58.1%83.3%
10mNearby cover of threatened allied assets6.2 metal88.9%
10mEnemy force near the starting area0.0 metal88.9%
15mArmy near recorded enemy forces54.4%58.3%
15mNearby cover of threatened allied assets53.5 metal66.7%
15mEnemy force near the starting area0.0 metal66.7%
20mArmy near recorded enemy forces64.1%30.6%
20mNearby cover of threatened allied assets189.1 metal33.3%
20mEnemy force near the starting area0.0 metal33.3%

Units given to allies at 5 minutes: 81 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 20 Sep 2026 · Lost
    Game index 84.5 · 5m: 82.0 · 10m: 70.3 · 15m: 92.9
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange130 metal / 5 min92.4
    5mMetal income4,203 metal / 5 min91.4
    5mEnergy income38,780 energy / 5 min15.3
    5mMilitary construction1,586 metal / 5 min82.4
    10mNet combat exchange1,795 metal / 5 min83.8
    10mMetal income11,472 metal / 5 min99.2
    10mEnergy income155,600 energy / 5 min61.2
    10mMilitary construction3,043 metal / 5 min26.7
    15mNet combat exchange5,660 metal / 5 min91.5
    15mMetal income22,099 metal / 5 min92.8
    15mEnergy income388,640 energy / 5 min88.0
    15mMilitary construction13,791 metal / 5 min97.2
  • Weaker measured game ↗ · 20 Sep 2026 · Lost
    Game index 20.2 · 5m: 25.4 · 10m: 17.8 · 15m: 18.8
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-283 metal / 5 min10.0
    5mMetal income3,598 metal / 5 min45.5
    5mEnergy income31,199 energy / 5 min5.3
    5mMilitary construction1,022 metal / 5 min45.0
    10mNet combat exchange-3,079 metal / 5 min6.4
    10mMetal income5,840 metal / 5 min12.0
    10mEnergy income111,181 energy / 5 min26.1
    10mMilitary construction4,166 metal / 5 min39.7
    15mNet combat exchange-230 metal / 5 min33.4
    15mMetal income9,017 metal / 5 min4.5
    15mEnergy income164,985 energy / 5 min21.7
    15mMilitary construction432 metal / 5 min2.7
  • Typical measured game ↗ · 16 Sep 2026 · Lost
    Game index 47.7 · 5m: 23.9 · 10m: 79.3 · 15m: 61.0 · 20m: 70.8 · 25m: 21.4 · 30m: 29.6
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-162 metal / 5 min15.9
    5mMetal income3,252 metal / 5 min27.9
    5mEnergy income38,532 energy / 5 min21.6
    5mMilitary construction767 metal / 5 min36.1
    10mNet combat exchange1,800 metal / 5 min86.4
    10mMetal income8,318 metal / 5 min65.5
    10mEnergy income101,444 energy / 5 min27.6
    10mMilitary construction7,212 metal / 5 min98.5
    15mNet combat exchange7,756 metal / 5 min94.6
    15mMetal income15,491 metal / 5 min46.3
    15mEnergy income154,852 energy / 5 min21.1
    15mMilitary construction4,284 metal / 5 min28.1
    20mNet combat exchange3,514 metal / 5 min80.5
    20mMetal income20,765 metal / 5 min33.9
    20mEnergy income554,178 energy / 5 min65.9
    20mMilitary construction19,986 metal / 5 min84.7
    25mNet combat exchange-19,461 metal / 5 min2.0
    25mMetal income28,216 metal / 5 min46.6
    25mEnergy income985,390 energy / 5 min72.4
    25mMilitary construction5,838 metal / 5 min15.6
    30mNet combat exchange-2,771 metal / 5 min38.0
    30mMetal income29,256 metal / 5 min31.9
    30mEnergy income1,028,848 energy / 5 min51.2
    30mMilitary construction807 metal / 5 min4.2

Tech

Role-weighted performance · both map sides

OVERALL INDEX

9 qualifying players · OS above 30 · open a player to explore the calculation and evidence.

OVERALL #1Sdragona23 scored games · 8 playing dates61.9Overall indexNet combat exchange 53Metal income 66Energy income 64Military construction 59Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange52.7

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 15% · complete data in 100.0% of scored games

Metal income65.5

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 50% · complete data in 100.0% of scored games

Energy income64.3

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction59.2

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange52.715%7.9
Metal income65.550%32.8
Energy income64.310%6.4
Military construction59.225%14.8

Before the evidence adjustment: 69.3. Keep 61.5% of that result and 38.5% of the typical value, 50: 69.3 × 0.615 + 50 × 0.385 = 61.9. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
60.7–63.7
Eligible-game coverage
69.7%
Scored games
23
Playing dates
8

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes69.023 measured games
Mid · 10–20 minutes72.517 measured games
Late · 20–30 minutes66.85 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: No clear change. Observed change +0.7 points. Recent 69.8 versus earlier 69.1; the periods split at 19 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -4.0–10.3 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces0.0%8.7%
5mNearby cover of threatened allied assets0.0 metal100.0%
5mEnemy force near the starting area0.0 metal100.0%
10mArmy near recorded enemy forces28.6%30.4%
10mNearby cover of threatened allied assets133.9 metal91.3%
10mEnemy force near the starting area0.0 metal91.3%
15mArmy near recorded enemy forces22.1%60.9%
15mNearby cover of threatened allied assets675.0 metal73.9%
15mEnemy force near the starting area17.2 metal73.9%
20mArmy near recorded enemy forces5.4%56.5%
20mNearby cover of threatened allied assets613.4 metal56.5%
20mEnemy force near the starting area0.0 metal56.5%

Units given to allies at 5 minutes: 583 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 21 Sep 2026 · Won
    Game index 86.7 · 5m: 56.6 · 10m: 92.3 · 15m: 94.8 · 20m: 91.6 · 25m: 94.0 · 30m: 91.0
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min50.5
    5mMetal income4,811 metal / 5 min66.7
    5mEnergy income59,793 energy / 5 min60.3
    5mMilitary construction0 metal / 5 min38.5
    10mNet combat exchange0 metal / 5 min50.6
    10mMetal income15,908 metal / 5 min100.0
    10mEnergy income317,610 energy / 5 min99.1
    10mMilitary construction3,522 metal / 5 min99.3
    15mNet combat exchange1,026 metal / 5 min91.2
    15mMetal income34,621 metal / 5 min100.0
    15mEnergy income1,101,153 energy / 5 min96.0
    15mMilitary construction5,646 metal / 5 min86.2
    20mNet combat exchange142 metal / 5 min70.7
    20mMetal income50,431 metal / 5 min97.0
    20mEnergy income2,700,423 energy / 5 min86.1
    20mMilitary construction17,773 metal / 5 min95.5
    25mNet combat exchange3,616 metal / 5 min77.7
    25mMetal income91,489 metal / 5 min96.8
    25mEnergy income5,392,039 energy / 5 min90.1
    25mMilitary construction66,515 metal / 5 min100.0
    30mNet combat exchange44,529 metal / 5 min100.0
    30mMetal income112,478 metal / 5 min85.0
    30mEnergy income7,160,644 energy / 5 min85.0
    30mMilitary construction84,282 metal / 5 min100.0
  • Weaker measured game ↗ · 16 Sep 2026 · Lost
    Game index 48.4 · 5m: 79.9 · 10m: 16.8
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min52.9
    5mMetal income5,023 metal / 5 min90.0
    5mEnergy income50,781 energy / 5 min20.0
    5mMilitary construction1,176 metal / 5 min100.0
    10mNet combat exchange-562 metal / 5 min0.0
    10mMetal income5,713 metal / 5 min5.7
    10mEnergy income69,708 energy / 5 min0.0
    10mMilitary construction410 metal / 5 min55.7
  • Typical measured game ↗ · 19 Sep 2026 · Lost
    Game index 67.9 · 5m: 46.0 · 10m: 77.8 · 15m: 75.6 · 20m: 72.3
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min49.6
    5mMetal income4,570 metal / 5 min51.8
    5mEnergy income49,874 energy / 5 min30.0
    5mMilitary construction0 metal / 5 min38.8
    10mNet combat exchange0 metal / 5 min53.1
    10mMetal income10,403 metal / 5 min90.7
    10mEnergy income223,516 energy / 5 min92.9
    10mMilitary construction301 metal / 5 min61.0
    15mNet combat exchange357 metal / 5 min86.2
    15mMetal income19,123 metal / 5 min67.7
    15mEnergy income765,060 energy / 5 min76.8
    15mMilitary construction5,345 metal / 5 min84.7
    20mNet combat exchange-112 metal / 5 min28.8
    20mMetal income35,851 metal / 5 min73.1
    20mEnergy income2,009,221 energy / 5 min75.7
    20mMilitary construction17,050 metal / 5 min95.4
OVERALL #2DonGarillo16 scored games · 6 playing dates60.4Overall indexNet combat exchange 50Metal income 66Energy income 57Military construction 57Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange49.9

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 15% · complete data in 100.0% of scored games

Metal income66.1

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 50% · complete data in 100.0% of scored games

Energy income56.7

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction56.8

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange49.915%7.5
Metal income66.150%33.0
Energy income56.710%5.7
Military construction56.825%14.2

Before the evidence adjustment: 69.0. Keep 54.5% of that result and 45.5% of the typical value, 50: 69.0 × 0.545 + 50 × 0.455 = 60.4. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
59.2–62.6
Eligible-game coverage
100.0%
Scored games
16
Playing dates
6

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes67.616 measured games
Mid · 10–20 minutes68.713 measured games
Late · 20–30 minutes79.26 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: Upward trend. Observed change +4.6 points. Recent 71.3 versus earlier 66.8; the periods split at 20 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: 0.9–10.7 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forcesUnknown0.0%
5mNearby cover of threatened allied assets0.0 metal100.0%
5mEnemy force near the starting area0.0 metal100.0%
10mArmy near recorded enemy forces0.0%6.2%
10mNearby cover of threatened allied assets32.9 metal93.8%
10mEnemy force near the starting area0.0 metal93.8%
15mArmy near recorded enemy forces6.0%68.8%
15mNearby cover of threatened allied assets749.7 metal81.2%
15mEnemy force near the starting area0.0 metal81.2%
20mArmy near recorded enemy forces9.1%62.5%
20mNearby cover of threatened allied assets419.3 metal62.5%
20mEnemy force near the starting area0.0 metal62.5%

Units given to allies at 5 minutes: 407 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 16 Sep 2026 · Lost
    Game index 82.6 · 5m: 64.7 · 10m: 81.3 · 15m: 98.3 · 20m: 86.2
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min49.6
    5mMetal income4,959 metal / 5 min87.7
    5mEnergy income52,045 energy / 5 min37.0
    5mMilitary construction0 metal / 5 min38.8
    10mNet combat exchange0 metal / 5 min53.0
    10mMetal income10,810 metal / 5 min93.7
    10mEnergy income232,259 energy / 5 min93.7
    10mMilitary construction565 metal / 5 min68.6
    15mNet combat exchange3,080 metal / 5 min97.8
    15mMetal income27,078 metal / 5 min98.5
    15mEnergy income1,244,464 energy / 5 min98.3
    15mMilitary construction9,921 metal / 5 min98.3
    20mNet combat exchange12,534 metal / 5 min96.7
    20mMetal income42,481 metal / 5 min88.3
    20mEnergy income2,385,662 energy / 5 min86.5
    20mMilitary construction8,781 metal / 5 min75.5
  • Weaker measured game ↗ · 19 Sep 2026 · Won
    Game index 49.2 · 5m: 67.7 · 10m: 70.9 · 15m: 29.2
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min49.6
    5mMetal income5,004 metal / 5 min91.9
    5mEnergy income54,281 energy / 5 min46.5
    5mMilitary construction0 metal / 5 min38.8
    10mNet combat exchange0 metal / 5 min53.0
    10mMetal income9,645 metal / 5 min83.4
    10mEnergy income120,311 energy / 5 min27.0
    10mMilitary construction681 metal / 5 min73.9
    15mNet combat exchange-2,074 metal / 5 min1.6
    15mMetal income12,614 metal / 5 min11.1
    15mEnergy income463,774 energy / 5 min35.3
    15mMilitary construction4,319 metal / 5 min79.5
  • Typical measured game ↗ · 20 Sep 2026 · Won
    Game index 72.9 · 5m: 54.2 · 10m: 50.9 · 15m: 73.0 · 20m: 78.6 · 25m: 96.7 · 30m: 83.7
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min51.4
    5mMetal income4,831 metal / 5 min66.2
    5mEnergy income53,005 energy / 5 min30.7
    5mMilitary construction0 metal / 5 min41.4
    10mNet combat exchange0 metal / 5 min50.7
    10mMetal income9,487 metal / 5 min73.0
    10mEnergy income118,686 energy / 5 min18.8
    10mMilitary construction0 metal / 5 min19.7
    15mNet combat exchange0 metal / 5 min51.6
    15mMetal income28,895 metal / 5 min100.0
    15mEnergy income1,203,579 energy / 5 min98.5
    15mMilitary construction1,150 metal / 5 min21.6
    20mNet combat exchange0 metal / 5 min35.3
    20mMetal income67,109 metal / 5 min100.0
    20mEnergy income4,240,136 energy / 5 min100.0
    20mMilitary construction5,719 metal / 5 min53.1
    25mNet combat exchange5,751 metal / 5 min84.3
    25mMetal income92,742 metal / 5 min99.2
    25mEnergy income5,550,902 energy / 5 min94.7
    25mMilitary construction46,241 metal / 5 min100.0
    30mNet combat exchange-2,171 metal / 5 min18.0
    30mMetal income141,442 metal / 5 min93.7
    30mEnergy income9,388,244 energy / 5 min93.7
    30mMilitary construction70,002 metal / 5 min99.1
OVERALL #3El_Turco14 scored games · 7 playing dates58.6Overall indexNet combat exchange 48Metal income 62Energy income 65Military construction 56Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange48.2

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 15% · complete data in 100.0% of scored games

Metal income61.9

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 50% · complete data in 100.0% of scored games

Energy income64.8

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction55.9

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange48.215%7.2
Metal income61.950%31.0
Energy income64.810%6.5
Military construction55.925%14.0

Before the evidence adjustment: 64.8. Keep 58.3% of that result and 41.7% of the typical value, 50: 64.8 × 0.583 + 50 × 0.417 = 58.6. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
54.0–62.2
Eligible-game coverage
93.3%
Scored games
14
Playing dates
7

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes64.814 measured games
Mid · 10–20 minutes68.210 measured games
Late · 20–30 minutes62.46 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: not enough comparable games in both periods.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces0.0%7.1%
5mNearby cover of threatened allied assets0.0 metal100.0%
5mEnemy force near the starting area0.0 metal100.0%
10mArmy near recorded enemy forces50.5%42.9%
10mNearby cover of threatened allied assets252.7 metal78.6%
10mEnemy force near the starting area0.0 metal78.6%
15mArmy near recorded enemy forces15.1%50.0%
15mNearby cover of threatened allied assets232.5 metal71.4%
15mEnemy force near the starting area0.0 metal71.4%
20mArmy near recorded enemy forces28.8%42.9%
20mNearby cover of threatened allied assets1,829.3 metal42.9%
20mEnemy force near the starting area12.2 metal42.9%

Units given to allies at 5 minutes: 160 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 18 Sep 2026 · Lost
    Game index 78.7 · 5m: 75.5 · 10m: 80.3 · 15m: 79.5
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min49.6
    5mMetal income5,241 metal / 5 min98.4
    5mEnergy income71,710 energy / 5 min92.0
    5mMilitary construction0 metal / 5 min38.8
    10mNet combat exchange120 metal / 5 min94.8
    10mMetal income9,364 metal / 5 min78.5
    10mEnergy income145,640 energy / 5 min48.3
    10mMilitary construction1,352 metal / 5 min88.2
    15mNet combat exchange-836 metal / 5 min3.8
    15mMetal income32,556 metal / 5 min99.8
    15mEnergy income936,613 energy / 5 min89.8
    15mMilitary construction4,374 metal / 5 min80.1
  • Weaker measured game ↗ · 17 Sep 2026 · Lost
    Game index 46.0 · 5m: 46.0
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min50.7
    5mMetal income4,386 metal / 5 min40.2
    5mEnergy income66,681 energy / 5 min79.7
    5mMilitary construction0 metal / 5 min41.1
  • Typical measured game ↗ · 16 Sep 2026 · Lost
    Game index 68.9 · 5m: 66.7 · 10m: 70.3 · 15m: 69.2
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min49.6
    5mMetal income4,905 metal / 5 min79.9
    5mEnergy income75,139 energy / 5 min96.4
    5mMilitary construction0 metal / 5 min38.8
    10mNet combat exchange0 metal / 5 min53.0
    10mMetal income10,598 metal / 5 min92.8
    10mEnergy income248,763 energy / 5 min95.7
    10mMilitary construction0 metal / 5 min25.6
    15mNet combat exchange0 metal / 5 min53.4
    15mMetal income25,723 metal / 5 min97.2
    15mEnergy income1,084,111 energy / 5 min95.0
    15mMilitary construction160 metal / 5 min12.3
4OVERALL #4Fakepilot18 scored games · 8 playing dates58.6Overall indexNet combat exchange 48Metal income 65Energy income 59Military construction 52Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange47.5

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 15% · complete data in 100.0% of scored games

Metal income65.2

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 50% · complete data in 100.0% of scored games

Energy income59.1

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction51.8

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange47.515%7.1
Metal income65.250%32.6
Energy income59.110%5.9
Military construction51.825%12.9

Before the evidence adjustment: 63.9. Keep 61.5% of that result and 38.5% of the typical value, 50: 63.9 × 0.615 + 50 × 0.385 = 58.6. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
55.7–62.9
Eligible-game coverage
94.7%
Scored games
18
Playing dates
8

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes63.718 measured games
Mid · 10–20 minutes61.214 measured games
Late · 20–30 minutes75.56 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: No clear change. Observed change -4.6 points. Recent 61.9 versus earlier 66.5; the periods split at 19 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -16.0–7.5 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forcesUnknown0.0%
5mNearby cover of threatened allied assets0.0 metal100.0%
5mEnemy force near the starting area9.4 metal100.0%
10mArmy near recorded enemy forces27.8%50.0%
10mNearby cover of threatened allied assets35.4 metal100.0%
10mEnemy force near the starting area0.0 metal100.0%
15mArmy near recorded enemy forces8.8%27.8%
15mNearby cover of threatened allied assets27.9 metal77.8%
15mEnemy force near the starting area0.0 metal77.8%
20mArmy near recorded enemy forces29.2%33.3%
20mNearby cover of threatened allied assets678.4 metal50.0%
20mEnemy force near the starting area0.0 metal50.0%

Units given to allies at 5 minutes: 487 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 21 Sep 2026 · Lost
    Game index 78.0 · 5m: 77.7 · 10m: 78.4
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min50.5
    5mMetal income4,854 metal / 5 min74.2
    5mEnergy income73,015 energy / 5 min87.1
    5mMilitary construction674 metal / 5 min97.3
    10mNet combat exchange0 metal / 5 min50.5
    10mMetal income10,182 metal / 5 min88.3
    10mEnergy income180,162 energy / 5 min75.1
    10mMilitary construction729 metal / 5 min76.6
  • Weaker measured game ↗ · 22 Sep 2026 · Lost
    Game index 43.9 · 5m: 66.1 · 10m: 33.8 · 15m: 24.1 · 20m: 51.9
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min50.5
    5mMetal income5,075 metal / 5 min93.5
    5mEnergy income48,747 energy / 5 min21.3
    5mMilitary construction0 metal / 5 min38.5
    10mNet combat exchange-260 metal / 5 min0.6
    10mMetal income8,339 metal / 5 min54.1
    10mEnergy income75,585 energy / 5 min2.5
    10mMilitary construction0 metal / 5 min25.7
    15mNet combat exchange-130 metal / 5 min16.0
    15mMetal income15,791 metal / 5 min34.5
    15mEnergy income395,662 energy / 5 min26.5
    15mMilitary construction0 metal / 5 min7.2
    20mNet combat exchange-298 metal / 5 min12.5
    20mMetal income41,574 metal / 5 min80.2
    20mEnergy income2,361,208 energy / 5 min81.0
    20mMilitary construction0 metal / 5 min7.1
  • Typical measured game ↗ · 17 Sep 2026 · Won
    Game index 68.4 · 5m: 55.6 · 10m: 79.2 · 15m: 79.2 · 20m: 53.0 · 25m: 68.3 · 30m: 75.0
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min50.7
    5mMetal income4,769 metal / 5 min62.3
    5mEnergy income60,718 energy / 5 min65.5
    5mMilitary construction0 metal / 5 min41.1
    10mNet combat exchange0 metal / 5 min51.0
    10mMetal income9,961 metal / 5 min84.5
    10mEnergy income192,558 energy / 5 min79.6
    10mMilitary construction1,164 metal / 5 min85.4
    15mNet combat exchange835 metal / 5 min89.8
    15mMetal income20,230 metal / 5 min69.7
    15mEnergy income902,498 energy / 5 min86.7
    15mMilitary construction5,460 metal / 5 min89.0
    20mNet combat exchange-302 metal / 5 min15.1
    20mMetal income39,868 metal / 5 min77.8
    20mEnergy income2,527,311 energy / 5 min88.5
    20mMilitary construction543 metal / 5 min12.0
    25mNet combat exchange365 metal / 5 min58.7
    25mMetal income65,308 metal / 5 min81.4
    25mEnergy income5,493,844 energy / 5 min93.8
    25mMilitary construction10,828 metal / 5 min37.6
    30mNet combat exchange2,720 metal / 5 min59.6
    30mMetal income123,869 metal / 5 min89.4
    30mEnergy income9,574,259 energy / 5 min95.5
    30mMilitary construction31,590 metal / 5 min47.5
5OVERALL #5[Grump]Grumpiness14 scored games · 5 playing dates57.8Overall indexNet combat exchange 51Metal income 58Energy income 59Military construction 61Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange51.1

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 15% · complete data in 100.0% of scored games

Metal income57.8

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 50% · complete data in 100.0% of scored games

Energy income59.0

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction61.3

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange51.115%7.7
Metal income57.850%28.9
Energy income59.010%5.9
Military construction61.325%15.3

Before the evidence adjustment: 65.6. Keep 50.0% of that result and 50.0% of the typical value, 50: 65.6 × 0.500 + 50 × 0.500 = 57.8. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
54.7–61.5
Eligible-game coverage
77.8%
Scored games
14
Playing dates
5

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes68.214 measured games
Mid · 10–20 minutes64.49 measured games
Late · 20–30 minutes56.16 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: not enough comparable games in both periods.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces100.0%7.1%
5mNearby cover of threatened allied assets1.8 metal100.0%
5mEnemy force near the starting area0.0 metal100.0%
10mArmy near recorded enemy forces7.9%21.4%
10mNearby cover of threatened allied assets105.8 metal92.9%
10mEnemy force near the starting area0.0 metal92.9%
15mArmy near recorded enemy forces29.8%50.0%
15mNearby cover of threatened allied assets405.4 metal64.3%
15mEnemy force near the starting area278.4 metal64.3%
20mArmy near recorded enemy forces12.8%35.7%
20mNearby cover of threatened allied assets550.9 metal42.9%
20mEnemy force near the starting area0.0 metal42.9%

Units given to allies at 5 minutes: 379 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 21 Sep 2026 · Lost
    Game index 95.1 · 5m: 90.4 · 10m: 99.9
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min51.3
    5mMetal income6,847 metal / 5 min100.0
    5mEnergy income130,043 energy / 5 min100.0
    5mMilitary construction465 metal / 5 min90.7
    10mNet combat exchange5,951 metal / 5 min100.0
    10mMetal income14,061 metal / 5 min99.8
    10mEnergy income418,950 energy / 5 min100.0
    10mMilitary construction5,358 metal / 5 min100.0
  • Weaker measured game ↗ · 16 Sep 2026 · Won
    Game index 45.3 · 5m: 45.3
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min50.7
    5mMetal income4,279 metal / 5 min35.2
    5mEnergy income78,381 energy / 5 min97.4
    5mMilitary construction0 metal / 5 min41.2
  • Typical measured game ↗ · 16 Sep 2026 · Won
    Game index 64.4 · 5m: 66.2 · 10m: 63.3 · 15m: 64.8 · 20m: 67.5 · 25m: 62.4
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min50.7
    5mMetal income4,772 metal / 5 min62.7
    5mEnergy income51,544 energy / 5 min29.7
    5mMilitary construction539 metal / 5 min97.1
    10mNet combat exchange0 metal / 5 min50.9
    10mMetal income8,930 metal / 5 min59.7
    10mEnergy income246,487 energy / 5 min96.4
    10mMilitary construction547 metal / 5 min64.6
    15mNet combat exchange-1,870 metal / 5 min0.4
    15mMetal income22,921 metal / 5 min87.1
    15mEnergy income722,346 energy / 5 min66.3
    15mMilitary construction2,264 metal / 5 min58.4
    20mNet combat exchange4,672 metal / 5 min91.6
    20mMetal income31,293 metal / 5 min55.7
    20mEnergy income1,705,145 energy / 5 min53.5
    20mMilitary construction12,143 metal / 5 min82.1
    25mNet combat exchange16,385 metal / 5 min95.3
    25mMetal income53,160 metal / 5 min61.2
    25mEnergy income3,330,300 energy / 5 min65.0
    25mMilitary construction12,950 metal / 5 min44.0
6OVERALL #6Amrissa19 scored games · 6 playing dates57.4Overall indexNet combat exchange 55Metal income 57Energy income 50Military construction 63Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange54.7

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 15% · complete data in 100.0% of scored games

Metal income56.8

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 50% · complete data in 100.0% of scored games

Energy income49.7

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction63.3

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange54.715%8.2
Metal income56.850%28.4
Energy income49.710%5.0
Military construction63.325%15.8

Before the evidence adjustment: 63.6. Keep 54.5% of that result and 45.5% of the typical value, 50: 63.6 × 0.545 + 50 × 0.455 = 57.4. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
56.2–58.8
Eligible-game coverage
90.5%
Scored games
19
Playing dates
6

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes67.019 measured games
Mid · 10–20 minutes56.915 measured games
Late · 20–30 minutes65.03 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: not enough comparable games in both periods.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces0.0%5.3%
5mNearby cover of threatened allied assets0.0 metal100.0%
5mEnemy force near the starting area0.0 metal100.0%
10mArmy near recorded enemy forces49.8%36.8%
10mNearby cover of threatened allied assets90.9 metal89.5%
10mEnemy force near the starting area0.0 metal89.5%
15mArmy near recorded enemy forces42.3%68.4%
15mNearby cover of threatened allied assets279.9 metal78.9%
15mEnemy force near the starting area0.0 metal78.9%
20mArmy near recorded enemy forces29.9%36.8%
20mNearby cover of threatened allied assets779.2 metal36.8%
20mEnemy force near the starting area0.0 metal36.8%

Units given to allies at 5 minutes: 533 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 20 Sep 2026 · Lost
    Game index 82.8 · 5m: 81.6 · 10m: 69.4 · 15m: 90.2
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min50.6
    5mMetal income4,911 metal / 5 min84.6
    5mEnergy income63,745 energy / 5 min79.0
    5mMilitary construction524 metal / 5 min95.0
    10mNet combat exchange0 metal / 5 min51.6
    10mMetal income10,084 metal / 5 min83.0
    10mEnergy income179,976 energy / 5 min68.8
    10mMilitary construction26 metal / 5 min53.0
    15mNet combat exchange7,444 metal / 5 min98.5
    15mMetal income24,851 metal / 5 min92.3
    15mEnergy income746,023 energy / 5 min72.9
    15mMilitary construction5,826 metal / 5 min87.7
  • Weaker measured game ↗ · 22 Sep 2026 · Lost
    Game index 48.4 · 5m: 44.9 · 10m: 66.6 · 15m: 41.1
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min47.8
    5mMetal income3,901 metal / 5 min20.1
    5mEnergy income49,629 energy / 5 min30.0
    5mMilitary construction1,021 metal / 5 min98.8
    10mNet combat exchange0 metal / 5 min52.2
    10mMetal income9,107 metal / 5 min73.7
    10mEnergy income129,463 energy / 5 min33.4
    10mMilitary construction1,072 metal / 5 min74.3
    15mNet combat exchange0 metal / 5 min53.6
    15mMetal income13,308 metal / 5 min20.5
    15mEnergy income418,251 energy / 5 min29.1
    15mMilitary construction4,404 metal / 5 min79.5
  • Typical measured game ↗ · 20 Sep 2026 · Lost
    Game index 62.1 · 5m: 79.1 · 10m: 69.6 · 15m: 49.8
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min50.6
    5mMetal income4,926 metal / 5 min85.6
    5mEnergy income55,871 energy / 5 min54.8
    5mMilitary construction294 metal / 5 min92.7
    10mNet combat exchange162 metal / 5 min95.9
    10mMetal income8,252 metal / 5 min46.6
    10mEnergy income182,784 energy / 5 min71.3
    10mMilitary construction3,455 metal / 5 min99.0
    15mNet combat exchange-2,090 metal / 5 min3.3
    15mMetal income17,014 metal / 5 min44.3
    15mEnergy income425,744 energy / 5 min36.4
    15mMilitary construction8,977 metal / 5 min94.1
7OVERALL #7Adeus13 scored games · 6 playing dates56.5Overall indexNet combat exchange 50Metal income 58Energy income 52Military construction 59Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange50.4

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 15% · complete data in 100.0% of scored games

Metal income58.2

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 50% · complete data in 100.0% of scored games

Energy income51.9

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction58.8

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange50.415%7.6
Metal income58.250%29.1
Energy income51.910%5.2
Military construction58.825%14.7

Before the evidence adjustment: 62.0. Keep 54.5% of that result and 45.5% of the typical value, 50: 62.0 × 0.545 + 50 × 0.455 = 56.5. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
55.0–58.1
Eligible-game coverage
92.9%
Scored games
13
Playing dates
6

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes62.513 measured games
Mid · 10–20 minutes62.37 measured games
Late · 20–30 minutes53.85 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: No clear change. Observed change -1.9 points. Recent 61.1 versus earlier 63.0; the periods split at 19 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -6.1–5.0 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces0.0%7.7%
5mNearby cover of threatened allied assets0.0 metal100.0%
5mEnemy force near the starting area0.0 metal100.0%
10mArmy near recorded enemy forces100.0%15.4%
10mNearby cover of threatened allied assets79.7 metal76.9%
10mEnemy force near the starting area0.0 metal76.9%
15mArmy near recorded enemy forces16.7%46.2%
15mNearby cover of threatened allied assets267.6 metal53.8%
15mEnemy force near the starting area0.0 metal53.8%
20mArmy near recorded enemy forces38.4%30.8%
20mNearby cover of threatened allied assets3,436.7 metal46.2%
20mEnemy force near the starting area410.8 metal46.2%

Units given to allies at 5 minutes: 923 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 15 Sep 2026 · Lost
    Game index 70.6 · 5m: 70.6
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min52.4
    5mMetal income4,827 metal / 5 min66.5
    5mEnergy income53,925 energy / 5 min44.8
    5mMilitary construction1,400 metal / 5 min100.0
  • Weaker measured game ↗ · 20 Sep 2026 · Won
    Game index 48.8 · 5m: 61.6 · 10m: 41.5 · 15m: 52.4 · 20m: 41.6 · 25m: 39.1 · 30m: 56.7
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-51 metal / 5 min5.9
    5mMetal income4,847 metal / 5 min70.3
    5mEnergy income47,251 energy / 5 min14.8
    5mMilitary construction650 metal / 5 min96.2
    10mNet combat exchange0 metal / 5 min58.5
    10mMetal income7,987 metal / 5 min49.1
    10mEnergy income97,910 energy / 5 min16.7
    10mMilitary construction0 metal / 5 min26.0
    15mNet combat exchange922 metal / 5 min91.0
    15mMetal income15,371 metal / 5 min32.3
    15mEnergy income484,753 energy / 5 min36.6
    15mMilitary construction3,328 metal / 5 min75.6
    20mNet combat exchange26 metal / 5 min62.0
    20mMetal income28,008 metal / 5 min35.9
    20mEnergy income1,390,623 energy / 5 min30.7
    20mMilitary construction3,668 metal / 5 min45.0
    25mNet combat exchange596 metal / 5 min59.6
    25mMetal income37,687 metal / 5 min29.2
    25mEnergy income2,561,342 energy / 5 min35.9
    25mMilitary construction14,716 metal / 5 min48.1
    30mNet combat exchange23,970 metal / 5 min88.9
    30mMetal income63,764 metal / 5 min38.9
    30mEnergy income4,666,259 energy / 5 min38.5
    30mMilitary construction47,333 metal / 5 min80.4
  • Typical measured game ↗ · 15 Sep 2026 · Lost
    Game index 61.1 · 5m: 59.3 · 10m: 62.9
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min52.4
    5mMetal income4,686 metal / 5 min43.4
    5mEnergy income54,694 energy / 5 min47.6
    5mMilitary construction1,670 metal / 5 min100.0
    10mNet combat exchange0 metal / 5 min55.8
    10mMetal income8,552 metal / 5 min60.0
    10mEnergy income146,440 energy / 5 min48.3
    10mMilitary construction680 metal / 5 min78.9
8OVERALL #8Fullchord19 scored games · 6 playing dates55.8Overall indexNet combat exchange 51Metal income 56Energy income 49Military construction 61Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange50.6

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 15% · complete data in 100.0% of scored games

Metal income56.0

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 50% · complete data in 100.0% of scored games

Energy income49.3

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction61.0

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange50.615%7.6
Metal income56.050%28.0
Energy income49.310%4.9
Military construction61.025%15.3

Before the evidence adjustment: 60.6. Keep 54.5% of that result and 45.5% of the typical value, 50: 60.6 × 0.545 + 50 × 0.455 = 55.8. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
54.7–57.7
Eligible-game coverage
100.0%
Scored games
19
Playing dates
6

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes59.419 measured games
Mid · 10–20 minutes63.811 measured games
Late · 20–30 minutes65.87 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: No clear change. Observed change -2.7 points. Recent 59.7 versus earlier 62.5; the periods split at 19 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -13.6–2.5 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces0.0%5.3%
5mNearby cover of threatened allied assets0.0 metal100.0%
5mEnemy force near the starting area0.0 metal100.0%
10mArmy near recorded enemy forcesUnknown0.0%
10mNearby cover of threatened allied assets0.0 metal68.4%
10mEnemy force near the starting area0.0 metal68.4%
15mArmy near recorded enemy forces16.3%26.3%
15mNearby cover of threatened allied assets276.3 metal57.9%
15mEnemy force near the starting area0.0 metal57.9%
20mArmy near recorded enemy forces46.7%31.6%
20mNearby cover of threatened allied assets251.5 metal52.6%
20mEnemy force near the starting area0.0 metal52.6%

Units given to allies at 5 minutes: 604 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 17 Sep 2026 · Won
    Game index 77.3 · 5m: 63.6 · 10m: 59.6 · 15m: 83.3 · 20m: 76.8 · 25m: 86.9 · 30m: 93.3
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min49.6
    5mMetal income4,625 metal / 5 min54.6
    5mEnergy income63,336 energy / 5 min75.7
    5mMilitary construction122 metal / 5 min85.0
    10mNet combat exchange0 metal / 5 min53.0
    10mMetal income8,371 metal / 5 min55.3
    10mEnergy income209,056 energy / 5 min89.1
    10mMilitary construction263 metal / 5 min60.5
    15mNet combat exchange-2,325 metal / 5 min1.5
    15mMetal income28,394 metal / 5 min99.1
    15mEnergy income875,819 energy / 5 min86.4
    15mMilitary construction11,700 metal / 5 min99.7
    20mNet combat exchange-12,152 metal / 5 min0.5
    20mMetal income58,792 metal / 5 min99.7
    20mEnergy income2,183,096 energy / 5 min81.0
    20mMilitary construction8,553 metal / 5 min74.9
    25mNet combat exchange-314 metal / 5 min26.0
    25mMetal income105,026 metal / 5 min99.1
    25mEnergy income4,892,552 energy / 5 min90.0
    25mMilitary construction47,130 metal / 5 min97.7
    30mNet combat exchange33,332 metal / 5 min96.8
    30mMetal income134,798 metal / 5 min94.7
    30mEnergy income6,207,417 energy / 5 min69.8
    30mMilitary construction75,790 metal / 5 min97.8
  • Weaker measured game ↗ · 16 Sep 2026 · Won
    Game index 40.7 · 5m: 40.7
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min49.6
    5mMetal income3,629 metal / 5 min16.5
    5mEnergy income50,400 energy / 5 min31.3
    5mMilitary construction190 metal / 5 min87.4
  • Typical measured game ↗ · 16 Sep 2026 · Won
    Game index 61.5 · 5m: 61.1 · 10m: 45.5 · 15m: 83.1 · 20m: 56.2
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min49.6
    5mMetal income4,448 metal / 5 min44.5
    5mEnergy income62,894 energy / 5 min75.2
    5mMilitary construction499 metal / 5 min95.6
    10mNet combat exchange0 metal / 5 min53.0
    10mMetal income7,898 metal / 5 min44.1
    10mEnergy income213,870 energy / 5 min90.8
    10mMilitary construction0 metal / 5 min25.5
    15mNet combat exchange0 metal / 5 min53.4
    15mMetal income22,631 metal / 5 min88.1
    15mEnergy income963,605 energy / 5 min91.0
    15mMilitary construction6,367 metal / 5 min87.7
    20mNet combat exchange1,865 metal / 5 min84.0
    20mMetal income28,576 metal / 5 min44.8
    20mEnergy income1,470,508 energy / 5 min45.6
    20mMilitary construction6,832 metal / 5 min66.7
9OVERALL #9Crouxy19 scored games · 8 playing dates52.2Overall indexNet combat exchange 52Metal income 50Energy income 45Military construction 59Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange51.6

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 15% · complete data in 100.0% of scored games

Metal income50.1

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 50% · complete data in 100.0% of scored games

Energy income45.4

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction59.3

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange51.615%7.7
Metal income50.150%25.1
Energy income45.410%4.5
Military construction59.325%14.8

Before the evidence adjustment: 53.5. Keep 61.5% of that result and 38.5% of the typical value, 50: 53.5 × 0.615 + 50 × 0.385 = 52.2. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
50.6–53.6
Eligible-game coverage
95.0%
Scored games
19
Playing dates
8

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes70.219 measured games
Mid · 10–20 minutes46.118 measured games
Late · 20–30 minutes33.312 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: No clear change. Observed change -2.1 points. Recent 52.2 versus earlier 54.3; the periods split at 19 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -7.1–2.8 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces0.0%10.5%
5mNearby cover of threatened allied assets0.0 metal100.0%
5mEnemy force near the starting area0.0 metal100.0%
10mArmy near recorded enemy forces60.0%26.3%
10mNearby cover of threatened allied assets62.2 metal94.7%
10mEnemy force near the starting area0.0 metal94.7%
15mArmy near recorded enemy forces47.3%26.3%
15mNearby cover of threatened allied assets58.2 metal94.7%
15mEnemy force near the starting area0.0 metal94.7%
20mArmy near recorded enemy forces22.8%52.6%
20mNearby cover of threatened allied assets352.0 metal73.7%
20mEnemy force near the starting area0.0 metal73.7%

Units given to allies at 5 minutes: 627 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 15 Sep 2026 · Won
    Game index 81.9 · 5m: 81.9
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min49.6
    5mMetal income5,226 metal / 5 min98.3
    5mEnergy income50,553 energy / 5 min32.0
    5mMilitary construction199 metal / 5 min88.4
  • Weaker measured game ↗ · 15 Sep 2026 · Lost
    Game index 41.6 · 5m: 74.9 · 10m: 78.5 · 15m: 50.4 · 20m: 14.4 · 25m: 19.2 · 30m: 12.2
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min49.6
    5mMetal income4,793 metal / 5 min70.6
    5mEnergy income65,717 energy / 5 min81.6
    5mMilitary construction543 metal / 5 min96.1
    10mNet combat exchange-130 metal / 5 min8.5
    10mMetal income9,969 metal / 5 min86.3
    10mEnergy income219,709 energy / 5 min92.2
    10mMilitary construction2,892 metal / 5 min99.5
    15mNet combat exchange516 metal / 5 min88.1
    15mMetal income13,738 metal / 5 min18.6
    15mEnergy income500,024 energy / 5 min39.9
    15mMilitary construction8,166 metal / 5 min95.4
    20mNet combat exchange-260 metal / 5 min21.0
    20mMetal income22,134 metal / 5 min18.4
    20mEnergy income787,492 energy / 5 min8.2
    20mMilitary construction0 metal / 5 min4.9
    25mNet combat exchange-10,050 metal / 5 min3.2
    25mMetal income34,597 metal / 5 min19.3
    25mEnergy income2,024,446 energy / 5 min19.7
    25mMilitary construction7,212 metal / 5 min28.4
    30mNet combat exchange0 metal / 5 min43.1
    30mMetal income23,013 metal / 5 min6.0
    30mEnergy income1,909,525 energy / 5 min7.6
    30mMilitary construction3,642 metal / 5 min7.8
  • Typical measured game ↗ · 16 Sep 2026 · Lost
    Game index 51.9 · 5m: 91.4 · 10m: 82.0 · 15m: 37.1 · 20m: 46.7 · 25m: 33.2 · 30m: 21.2
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min49.6
    5mMetal income5,336 metal / 5 min99.5
    5mEnergy income83,368 energy / 5 min99.5
    5mMilitary construction650 metal / 5 min96.9
    10mNet combat exchange-200 metal / 5 min4.0
    10mMetal income12,370 metal / 5 min98.0
    10mEnergy income213,141 energy / 5 min90.8
    10mMilitary construction1,577 metal / 5 min93.5
    15mNet combat exchange-369 metal / 5 min10.0
    15mMetal income13,509 metal / 5 min17.6
    15mEnergy income528,241 energy / 5 min45.0
    15mMilitary construction6,523 metal / 5 min89.0
    20mNet combat exchange22,920 metal / 5 min99.2
    20mMetal income20,296 metal / 5 min13.3
    20mEnergy income1,363,263 energy / 5 min40.8
    20mMilitary construction10,887 metal / 5 min84.3
    25mNet combat exchange29,746 metal / 5 min99.5
    25mMetal income24,228 metal / 5 min6.3
    25mEnergy income1,613,368 energy / 5 min11.5
    25mMilitary construction17,158 metal / 5 min55.9
    30mNet combat exchange5,781 metal / 5 min77.1
    30mMetal income28,399 metal / 5 min8.4
    30mEnergy income1,611,127 energy / 5 min7.1
    30mMilitary construction12,048 metal / 5 min18.9

Air

Role-weighted performance · both map sides

OVERALL INDEX

5 qualifying players · OS above 30 · open a player to explore the calculation and evidence.

OVERALL #1Herbiderpi25 scored games · 6 playing dates56.7Overall indexNet combat exchange 52Metal income 70Energy income 68Military construction 49Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange52.4

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 45% · complete data in 100.0% of scored games

Metal income70.4

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 20% · complete data in 100.0% of scored games

Energy income68.3

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction48.9

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange52.445%23.6
Metal income70.420%14.1
Energy income68.310%6.8
Military construction48.925%12.2

Before the evidence adjustment: 62.3. Keep 54.5% of that result and 45.5% of the typical value, 50: 62.3 × 0.545 + 50 × 0.455 = 56.7. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
54.5–58.1
Eligible-game coverage
86.2%
Scored games
25
Playing dates
6

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes57.125 measured games
Mid · 10–20 minutes70.418 measured games
Late · 20–30 minutes69.110 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: No clear change. Observed change -2.8 points. Recent 60.7 versus earlier 63.4; the periods split at 19 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -9.3–3.3 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces6.0%100.0%
5mNearby cover of threatened allied assets62.1 metal100.0%
5mEnemy force near the starting area0.0 metal100.0%
10mArmy near recorded enemy forces8.4%88.0%
10mNearby cover of threatened allied assets223.1 metal88.0%
10mEnemy force near the starting area13.5 metal88.0%
15mArmy near recorded enemy forces12.1%72.0%
15mNearby cover of threatened allied assets1,324.0 metal72.0%
15mEnemy force near the starting area0.0 metal72.0%
20mArmy near recorded enemy forces16.3%44.0%
20mNearby cover of threatened allied assets329.8 metal48.0%
20mEnemy force near the starting area32.5 metal48.0%

Units given to allies at 5 minutes: 341 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 17 Sep 2026 · Lost
    Game index 78.7 · 5m: 72.5 · 10m: 57.0 · 15m: 92.6
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange52 metal / 5 min85.4
    5mMetal income2,874 metal / 5 min70.0
    5mEnergy income75,783 energy / 5 min97.3
    5mMilitary construction442 metal / 5 min41.4
    10mNet combat exchange190 metal / 5 min77.8
    10mMetal income8,592 metal / 5 min64.6
    10mEnergy income206,911 energy / 5 min88.9
    10mMilitary construction0 metal / 5 min0.8
    15mNet combat exchange2,798 metal / 5 min96.6
    15mMetal income19,691 metal / 5 min100.0
    15mEnergy income721,359 energy / 5 min84.5
    15mMilitary construction6,482 metal / 5 min82.8
  • Weaker measured game ↗ · 20 Sep 2026 · Lost
    Game index 36.0 · 5m: 64.3 · 10m: 51.0 · 15m: 14.4
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange58 metal / 5 min83.5
    5mMetal income2,834 metal / 5 min63.1
    5mEnergy income68,963 energy / 5 min96.5
    5mMilitary construction365 metal / 5 min17.8
    10mNet combat exchange-144 metal / 5 min25.1
    10mMetal income7,356 metal / 5 min62.4
    10mEnergy income225,635 energy / 5 min91.9
    10mMilitary construction1,808 metal / 5 min72.0
    15mNet combat exchange-4,164 metal / 5 min0.0
    15mMetal income13,787 metal / 5 min50.2
    15mEnergy income204,250 energy / 5 min11.6
    15mMilitary construction1,842 metal / 5 min12.8
  • Typical measured game ↗ · 22 Sep 2026 · Won
    Game index 62.2 · 5m: 51.5 · 10m: 74.4 · 15m: 61.5
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min43.0
    5mMetal income3,761 metal / 5 min100.0
    5mEnergy income57,486 energy / 5 min82.9
    5mMilitary construction292 metal / 5 min15.4
    10mNet combat exchange0 metal / 5 min58.2
    10mMetal income13,113 metal / 5 min100.0
    10mEnergy income357,070 energy / 5 min100.0
    10mMilitary construction1,552 metal / 5 min73.0
    15mNet combat exchange0 metal / 5 min61.4
    15mMetal income29,515 metal / 5 min100.0
    15mEnergy income1,458,149 energy / 5 min100.0
    15mMilitary construction2,042 metal / 5 min15.4
OVERALL #2Dad_The_Speedrunner17 scored games · 7 playing dates55.4Overall indexNet combat exchange 54Metal income 66Energy income 64Military construction 47Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange53.7

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 45% · complete data in 100.0% of scored games

Metal income65.6

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 20% · complete data in 100.0% of scored games

Energy income64.1

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction46.9

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange53.745%24.2
Metal income65.620%13.1
Energy income64.110%6.4
Military construction46.925%11.7

Before the evidence adjustment: 59.3. Keep 58.3% of that result and 41.7% of the typical value, 50: 59.3 × 0.583 + 50 × 0.417 = 55.4. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
51.9–59.4
Eligible-game coverage
100.0%
Scored games
17
Playing dates
7

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes56.717 measured games
Mid · 10–20 minutes65.712 measured games
Late · 20–30 minutes56.55 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: Downward trend. Observed change -15.3 points. Recent 53.9 versus earlier 69.2; the periods split at 19 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -22.0–-9.2 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces2.4%100.0%
5mNearby cover of threatened allied assets20.4 metal100.0%
5mEnemy force near the starting area0.0 metal100.0%
10mArmy near recorded enemy forces11.6%88.2%
10mNearby cover of threatened allied assets120.6 metal88.2%
10mEnemy force near the starting area0.0 metal88.2%
15mArmy near recorded enemy forces6.5%70.6%
15mNearby cover of threatened allied assets263.0 metal70.6%
15mEnemy force near the starting area0.0 metal70.6%
20mArmy near recorded enemy forces14.3%58.8%
20mNearby cover of threatened allied assets2,072.9 metal58.8%
20mEnemy force near the starting area120.0 metal58.8%

Units given to allies at 5 minutes: 293 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 20 Sep 2026 · Won
    Game index 75.2 · 5m: 59.0 · 10m: 91.4
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange51 metal / 5 min74.6
    5mMetal income3,344 metal / 5 min93.6
    5mEnergy income47,993 energy / 5 min47.3
    5mMilitary construction219 metal / 5 min8.2
    10mNet combat exchange250 metal / 5 min89.7
    10mMetal income10,939 metal / 5 min98.0
    10mEnergy income200,094 energy / 5 min84.8
    10mMilitary construction2,403 metal / 5 min91.9
  • Weaker measured game ↗ · 20 Sep 2026 · Lost
    Game index 22.5 · 5m: 22.5
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-51 metal / 5 min11.8
    5mMetal income2,730 metal / 5 min37.2
    5mEnergy income52,953 energy / 5 min69.3
    5mMilitary construction275 metal / 5 min11.4
  • Typical measured game ↗ · 21 Sep 2026 · Lost
    Game index 63.5 · 5m: 50.9 · 10m: 76.1
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min45.0
    5mMetal income3,502 metal / 5 min98.3
    5mEnergy income60,159 energy / 5 min86.0
    5mMilitary construction219 metal / 5 min9.5
    10mNet combat exchange0 metal / 5 min49.6
    10mMetal income11,277 metal / 5 min97.9
    10mEnergy income258,319 energy / 5 min92.0
    10mMilitary construction3,868 metal / 5 min100.0
OVERALL #3Ecky910 scored games · 6 playing dates55.1Overall indexNet combat exchange 59Metal income 49Energy income 47Military construction 57Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange58.6

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 45% · complete data in 100.0% of scored games

Metal income48.9

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 20% · complete data in 100.0% of scored games

Energy income46.5

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction57.0

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange58.645%26.4
Metal income48.920%9.8
Energy income46.510%4.7
Military construction57.025%14.3

Before the evidence adjustment: 59.3. Keep 54.5% of that result and 45.5% of the typical value, 50: 59.3 × 0.545 + 50 × 0.455 = 55.1. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
51.2–58.6
Eligible-game coverage
100.0%
Scored games
10
Playing dates
6

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes52.510 measured games
Mid · 10–20 minutes70.69 measured games
Late · 20–30 minutes47.13 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: not enough comparable games in both periods.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces17.1%100.0%
5mNearby cover of threatened allied assets100.2 metal100.0%
5mEnemy force near the starting area0.0 metal100.0%
10mArmy near recorded enemy forces15.1%80.0%
10mNearby cover of threatened allied assets420.6 metal90.0%
10mEnemy force near the starting area0.0 metal90.0%
15mArmy near recorded enemy forces24.8%90.0%
15mNearby cover of threatened allied assets354.0 metal90.0%
15mEnemy force near the starting area0.0 metal90.0%
20mArmy near recorded enemy forces41.3%30.0%
20mNearby cover of threatened allied assets104.5 metal30.0%
20mEnemy force near the starting area0.0 metal30.0%

Units given to allies at 5 minutes: 376 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 20 Sep 2026 · Lost
    Game index 71.2 · 5m: 70.4 · 10m: 57.1 · 15m: 78.7
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange125 metal / 5 min92.7
    5mMetal income2,713 metal / 5 min33.5
    5mEnergy income43,825 energy / 5 min33.7
    5mMilitary construction677 metal / 5 min74.3
    10mNet combat exchange51 metal / 5 min71.9
    10mMetal income10,926 metal / 5 min97.3
    10mEnergy income147,126 energy / 5 min40.1
    10mMilitary construction210 metal / 5 min5.0
    15mNet combat exchange1,164 metal / 5 min92.6
    15mMetal income12,722 metal / 5 min36.2
    15mEnergy income443,960 energy / 5 min53.1
    15mMilitary construction8,848 metal / 5 min97.7
  • Weaker measured game ↗ · 15 Sep 2026 · Won
    Game index 42.1 · 5m: 44.7 · 10m: 42.1 · 15m: 40.8
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min35.2
    5mMetal income2,767 metal / 5 min51.7
    5mEnergy income48,589 energy / 5 min47.8
    5mMilitary construction446 metal / 5 min55.0
    10mNet combat exchange0 metal / 5 min54.0
    10mMetal income8,643 metal / 5 min55.7
    10mEnergy income114,630 energy / 5 min6.8
    10mMilitary construction753 metal / 5 min23.9
    15mNet combat exchange-445 metal / 5 min32.4
    15mMetal income12,628 metal / 5 min11.8
    15mEnergy income407,109 energy / 5 min20.6
    15mMilitary construction8,696 metal / 5 min87.3
  • Typical measured game ↗ · 19 Sep 2026 · Lost
    Game index 59.9 · 5m: 70.0 · 10m: 26.0 · 15m: 71.9
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange190 metal / 5 min96.6
    5mMetal income2,564 metal / 5 min10.2
    5mEnergy income49,326 energy / 5 min55.5
    5mMilitary construction693 metal / 5 min75.7
    10mNet combat exchange-98 metal / 5 min25.8
    10mMetal income6,594 metal / 5 min39.3
    10mEnergy income170,822 energy / 5 min56.5
    10mMilitary construction37 metal / 5 min3.5
    15mNet combat exchange52 metal / 5 min72.1
    15mMetal income14,670 metal / 5 min50.4
    15mEnergy income517,061 energy / 5 min59.5
    15mMilitary construction7,586 metal / 5 min93.6
4OVERALL #4Fakepilot10 scored games · 6 playing dates54.7Overall indexNet combat exchange 51Metal income 70Energy income 66Military construction 44Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange51.0

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 45% · complete data in 100.0% of scored games

Metal income70.0

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 20% · complete data in 100.0% of scored games

Energy income65.6

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction44.5

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange51.045%23.0
Metal income70.020%14.0
Energy income65.610%6.6
Military construction44.525%11.1

Before the evidence adjustment: 58.5. Keep 54.5% of that result and 45.5% of the typical value, 50: 58.5 × 0.545 + 50 × 0.455 = 54.7. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
49.7–57.3
Eligible-game coverage
100.0%
Scored games
10
Playing dates
6

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes54.210 measured games
Mid · 10–20 minutes75.36 measured games
Late · 20–30 minutes53.63 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: not enough comparable games in both periods.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces6.7%100.0%
5mNearby cover of threatened allied assets97.8 metal100.0%
5mEnemy force near the starting area0.0 metal100.0%
10mArmy near recorded enemy forces0.6%80.0%
10mNearby cover of threatened allied assets26.3 metal80.0%
10mEnemy force near the starting area0.0 metal80.0%
15mArmy near recorded enemy forces18.9%60.0%
15mNearby cover of threatened allied assets1,998.7 metal60.0%
15mEnemy force near the starting area0.0 metal60.0%
20mArmy near recorded enemy forces31.0%30.0%
20mNearby cover of threatened allied assets1,620.5 metal40.0%
20mEnemy force near the starting area0.0 metal40.0%

Units given to allies at 5 minutes: 231 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 19 Sep 2026 · Lost
    Game index 73.0 · 5m: 71.2 · 10m: 72.1 · 15m: 91.5 · 20m: 92.6 · 25m: 44.0 · 30m: 66.4
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange102 metal / 5 min85.9
    5mMetal income3,341 metal / 5 min96.4
    5mEnergy income62,629 energy / 5 min91.1
    5mMilitary construction292 metal / 5 min16.8
    10mNet combat exchange190 metal / 5 min92.4
    10mMetal income10,456 metal / 5 min90.3
    10mEnergy income193,284 energy / 5 min72.7
    10mMilitary construction665 metal / 5 min21.0
    15mNet combat exchange4,981 metal / 5 min99.1
    15mMetal income18,571 metal / 5 min92.0
    15mEnergy income830,472 energy / 5 min94.4
    15mMilitary construction5,239 metal / 5 min76.4
    20mNet combat exchange14,604 metal / 5 min98.0
    20mMetal income24,463 metal / 5 min76.6
    20mEnergy income1,564,777 energy / 5 min90.1
    20mMilitary construction14,405 metal / 5 min96.6
    25mNet combat exchange102 metal / 5 min50.4
    25mMetal income32,494 metal / 5 min66.2
    25mEnergy income1,565,894 energy / 5 min57.3
    25mMilitary construction4,715 metal / 5 min9.4
    30mNet combat exchange10,292 metal / 5 min92.8
    30mMetal income36,368 metal / 5 min46.7
    30mEnergy income2,665,616 energy / 5 min61.0
    30mMilitary construction14,502 metal / 5 min36.9
  • Weaker measured game ↗ · 16 Sep 2026 · Won
    Game index 42.0 · 5m: 27.6 · 10m: 37.2 · 15m: 77.0 · 20m: 80.1 · 25m: 15.6 · 30m: 14.8
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-74 metal / 5 min5.8
    5mMetal income3,496 metal / 5 min98.1
    5mEnergy income47,171 energy / 5 min41.4
    5mMilitary construction102 metal / 5 min4.8
    10mNet combat exchange-51 metal / 5 min26.6
    10mMetal income12,015 metal / 5 min97.8
    10mEnergy income159,719 energy / 5 min51.1
    10mMilitary construction0 metal / 5 min2.0
    15mNet combat exchange0 metal / 5 min54.4
    15mMetal income22,066 metal / 5 min99.0
    15mEnergy income946,415 energy / 5 min97.9
    15mMilitary construction6,928 metal / 5 min91.6
    20mNet combat exchange11,246 metal / 5 min99.2
    20mMetal income26,693 metal / 5 min83.2
    20mEnergy income1,740,202 energy / 5 min94.3
    20mMilitary construction5,828 metal / 5 min37.5
    25mNet combat exchange0 metal / 5 min34.0
    25mMetal income0 metal / 5 min0.3
    25mEnergy income0 energy / 5 min0.3
    25mMilitary construction0 metal / 5 min0.7
    30mNet combat exchange0 metal / 5 min31.6
    30mMetal income0 metal / 5 min0.4
    30mEnergy income0 energy / 5 min0.4
    30mMilitary construction0 metal / 5 min1.8
  • Typical measured game ↗ · 19 Sep 2026 · Won
    Game index 62.8 · 5m: 68.9 · 10m: 56.8
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange173 metal / 5 min99.3
    5mMetal income2,760 metal / 5 min52.3
    5mEnergy income54,195 energy / 5 min79.1
    5mMilitary construction219 metal / 5 min23.5
    10mNet combat exchange52 metal / 5 min67.9
    10mMetal income10,659 metal / 5 min98.9
    10mEnergy income171,706 energy / 5 min62.2
    10mMilitary construction0 metal / 5 min0.8
5OVERALL #5Hunfore12 scored games · 6 playing dates50.6Overall indexNet combat exchange 48Metal income 46Energy income 56Military construction 56Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange48.4

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 45% · complete data in 100.0% of scored games

Metal income45.9

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 20% · complete data in 100.0% of scored games

Energy income55.9

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction56.4

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange48.445%21.8
Metal income45.920%9.2
Energy income55.910%5.6
Military construction56.425%14.1

Before the evidence adjustment: 51.1. Keep 54.5% of that result and 45.5% of the typical value, 50: 51.1 × 0.545 + 50 × 0.455 = 50.6. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
48.6–53.7
Eligible-game coverage
100.0%
Scored games
12
Playing dates
6

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes57.312 measured games
Mid · 10–20 minutes42.98 measured games
Late · 20–30 minutes34.43 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: No clear change. Observed change -3.7 points. Recent 49.0 versus earlier 52.7; the periods split at 18 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -14.8–4.9 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces0.0%100.0%
5mNearby cover of threatened allied assets24.5 metal100.0%
5mEnemy force near the starting area0.0 metal100.0%
10mArmy near recorded enemy forces11.3%75.0%
10mNearby cover of threatened allied assets1,345.4 metal75.0%
10mEnemy force near the starting area0.0 metal75.0%
15mArmy near recorded enemy forces20.1%66.7%
15mNearby cover of threatened allied assets872.5 metal66.7%
15mEnemy force near the starting area199.5 metal66.7%
20mArmy near recorded enemy forces50.2%41.7%
20mNearby cover of threatened allied assets4,283.1 metal41.7%
20mEnemy force near the starting area0.0 metal41.7%

Units given to allies at 5 minutes: 237 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 16 Sep 2026 · Lost
    Game index 71.8 · 5m: 71.8
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange125 metal / 5 min91.9
    5mMetal income2,504 metal / 5 min6.2
    5mEnergy income61,433 energy / 5 min84.5
    5mMilitary construction791 metal / 5 min82.9
  • Weaker measured game ↗ · 21 Sep 2026 · Lost
    Game index 34.5 · 5m: 68.6 · 10m: 72.9 · 15m: 46.8 · 20m: 7.0 · 25m: 5.8
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange74 metal / 5 min84.7
    5mMetal income2,726 metal / 5 min48.8
    5mEnergy income64,580 energy / 5 min94.1
    5mMilitary construction512 metal / 5 min45.3
    10mNet combat exchange52 metal / 5 min76.2
    10mMetal income8,340 metal / 5 min67.6
    10mEnergy income210,656 energy / 5 min81.6
    10mMilitary construction1,666 metal / 5 min67.4
    15mNet combat exchange-578 metal / 5 min22.0
    15mMetal income13,683 metal / 5 min33.5
    15mEnergy income558,207 energy / 5 min68.7
    15mMilitary construction7,833 metal / 5 min93.5
    20mNet combat exchange-4,817 metal / 5 min3.6
    20mMetal income15,451 metal / 5 min16.7
    20mEnergy income324,109 energy / 5 min5.4
    20mMilitary construction2,615 metal / 5 min6.2
    25mNet combat exchange-8,938 metal / 5 min5.9
    25mMetal income3,876 metal / 5 min3.9
    25mEnergy income117,868 energy / 5 min3.9
    25mMilitary construction1,437 metal / 5 min7.8
  • Typical measured game ↗ · 22 Sep 2026 · Won
    Game index 52.3 · 5m: 52.3
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min43.4
    5mMetal income2,835 metal / 5 min64.2
    5mEnergy income50,504 energy / 5 min60.7
    5mMilitary construction488 metal / 5 min55.4

Pond

Role-weighted performance · both map sides

OVERALL INDEX

4 qualifying players · OS above 30 · open a player to explore the calculation and evidence.

OVERALL #1FeatherP10 scored games · 5 playing dates53.6Overall indexNet combat exchange 61Metal income 49Energy income 47Military construction 51Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange60.6

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 40% · complete data in 100.0% of scored games

Metal income48.7

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 30% · complete data in 100.0% of scored games

Energy income46.8

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction50.7

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 20% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange60.640%24.2
Metal income48.730%14.6
Energy income46.810%4.7
Military construction50.720%10.1

Before the evidence adjustment: 57.3. Keep 50.0% of that result and 50.0% of the typical value, 50: 57.3 × 0.500 + 50 × 0.500 = 53.6. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
50.3–58.2
Eligible-game coverage
100.0%
Scored games
10
Playing dates
5

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes54.210 measured games
Mid · 10–20 minutes68.86 measured games
Late · 20–30 minutes64.43 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: not enough comparable games in both periods.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces28.6%70.0%
5mNearby cover of threatened allied assets27.3 metal100.0%
5mEnemy force near the starting area69.5 metal100.0%
10mArmy near recorded enemy forces72.3%60.0%
10mNearby cover of threatened allied assets283.4 metal80.0%
10mEnemy force near the starting area382.5 metal80.0%
15mArmy near recorded enemy forces84.5%40.0%
15mNearby cover of threatened allied assets332.0 metal60.0%
15mEnemy force near the starting area0.0 metal60.0%
20mArmy near recorded enemy forces44.7%60.0%
20mNearby cover of threatened allied assets3,077.8 metal60.0%
20mEnemy force near the starting area373.2 metal60.0%

Units given to allies at 5 minutes: 319 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 20 Sep 2026 · Lost
    Game index 71.7 · 5m: 65.6 · 10m: 77.8
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange51 metal / 5 min94.6
    5mMetal income1,842 metal / 5 min17.4
    5mEnergy income32,131 energy / 5 min72.7
    5mMilitary construction303 metal / 5 min76.2
    10mNet combat exchange4,336 metal / 5 min97.4
    10mMetal income5,406 metal / 5 min53.7
    10mEnergy income165,302 energy / 5 min66.5
    10mMilitary construction2,210 metal / 5 min80.2
  • Weaker measured game ↗ · 19 Sep 2026 · Won
    Game index 32.6 · 5m: 32.6
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min49.3
    5mMetal income1,894 metal / 5 min23.3
    5mEnergy income20,908 energy / 5 min8.4
    5mMilitary construction0 metal / 5 min25.0
  • Typical measured game ↗ · 19 Sep 2026 · Won
    Game index 64.1 · 5m: 36.2 · 10m: 66.9 · 15m: 65.2 · 20m: 88.1
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min49.3
    5mMetal income1,966 metal / 5 min34.2
    5mEnergy income21,863 energy / 5 min11.9
    5mMilitary construction0 metal / 5 min25.0
    10mNet combat exchange2,731 metal / 5 min95.2
    10mMetal income6,696 metal / 5 min82.5
    10mEnergy income114,362 energy / 5 min35.9
    10mMilitary construction0 metal / 5 min2.6
    15mNet combat exchange0 metal / 5 min74.5
    15mMetal income18,277 metal / 5 min96.9
    15mEnergy income351,595 energy / 5 min61.0
    15mMilitary construction0 metal / 5 min0.8
    20mNet combat exchange13,473 metal / 5 min100.0
    20mMetal income20,646 metal / 5 min70.7
    20mEnergy income798,816 energy / 5 min70.1
    20mMilitary construction20,757 metal / 5 min99.3
OVERALL #2zeus_on_god11 scored games · 5 playing dates50.2Overall indexNet combat exchange 52Metal income 53Energy income 37Military construction 48Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange52.5

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 40% · complete data in 100.0% of scored games

Metal income53.0

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 30% · complete data in 100.0% of scored games

Energy income37.3

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction48.1

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 20% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange52.540%21.0
Metal income53.030%15.9
Energy income37.310%3.7
Military construction48.120%9.6

Before the evidence adjustment: 50.5. Keep 50.0% of that result and 50.0% of the typical value, 50: 50.5 × 0.500 + 50 × 0.500 = 50.2. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
45.6–53.2
Eligible-game coverage
100.0%
Scored games
11
Playing dates
5

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes48.511 measured games
Mid · 10–20 minutes50.39 measured games
Late · 20–30 minutes51.02 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: not enough comparable games in both periods.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces22.2%27.3%
5mNearby cover of threatened allied assets13.0 metal100.0%
5mEnemy force near the starting area13.6 metal100.0%
10mArmy near recorded enemy forces60.9%72.7%
10mNearby cover of threatened allied assets280.2 metal90.9%
10mEnemy force near the starting area21.0 metal90.9%
15mArmy near recorded enemy forces56.8%72.7%
15mNearby cover of threatened allied assets567.4 metal81.8%
15mEnemy force near the starting area300.6 metal81.8%
20mArmy near recorded enemy forces78.0%36.4%
20mNearby cover of threatened allied assets413.4 metal36.4%
20mEnemy force near the starting area0.0 metal36.4%

Units given to allies at 5 minutes: 559 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 19 Sep 2026 · Won
    Game index 66.6 · 5m: 57.6 · 10m: 63.5 · 15m: 68.6 · 20m: 76.9
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min49.4
    5mMetal income2,827 metal / 5 min97.8
    5mEnergy income26,409 energy / 5 min35.3
    5mMilitary construction0 metal / 5 min24.9
    10mNet combat exchange1,817 metal / 5 min92.9
    10mMetal income6,463 metal / 5 min77.5
    10mEnergy income84,947 energy / 5 min14.0
    10mMilitary construction139 metal / 5 min8.3
    15mNet combat exchange-1,413 metal / 5 min42.2
    15mMetal income15,982 metal / 5 min87.5
    15mEnergy income392,769 energy / 5 min71.8
    15mMilitary construction7,559 metal / 5 min91.3
    20mNet combat exchange3,290 metal / 5 min93.7
    20mMetal income17,638 metal / 5 min51.8
    20mEnergy income560,914 energy / 5 min41.9
    20mMilitary construction17,638 metal / 5 min98.7
  • Weaker measured game ↗ · 21 Sep 2026 · Won
    Game index 30.3 · 5m: 39.3 · 10m: 13.2 · 15m: 34.3
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min53.1
    5mMetal income2,070 metal / 5 min39.5
    5mEnergy income20,657 energy / 5 min10.5
    5mMilitary construction0 metal / 5 min26.1
    10mNet combat exchange-1,545 metal / 5 min2.7
    10mMetal income3,650 metal / 5 min5.4
    10mEnergy income46,850 energy / 5 min0.0
    10mMilitary construction1,100 metal / 5 min52.3
    15mNet combat exchange868 metal / 5 min77.1
    15mMetal income5,993 metal / 5 min5.7
    15mEnergy income83,953 energy / 5 min0.0
    15mMilitary construction792 metal / 5 min8.6
  • Typical measured game ↗ · 20 Sep 2026 · Won
    Game index 53.8 · 5m: 44.3 · 10m: 63.3
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min52.9
    5mMetal income2,143 metal / 5 min55.9
    5mEnergy income22,442 energy / 5 min14.7
    5mMilitary construction0 metal / 5 min24.3
    10mNet combat exchange564 metal / 5 min86.7
    10mMetal income5,948 metal / 5 min68.3
    10mEnergy income106,114 energy / 5 min28.3
    10mMilitary construction855 metal / 5 min26.7
OVERALL #3Boozha10 scored games · 5 playing dates50.2Overall indexNet combat exchange 51Metal income 48Energy income 47Military construction 54Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange50.8

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 40% · complete data in 100.0% of scored games

Metal income48.2

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 30% · complete data in 100.0% of scored games

Energy income46.7

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction53.7

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 20% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange50.840%20.3
Metal income48.230%14.5
Energy income46.710%4.7
Military construction53.720%10.7

Before the evidence adjustment: 50.4. Keep 50.0% of that result and 50.0% of the typical value, 50: 50.4 × 0.500 + 50 × 0.500 = 50.2. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
48.1–53.7
Eligible-game coverage
90.9%
Scored games
10
Playing dates
5

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes50.710 measured games
Mid · 10–20 minutes46.75 measured games
Late · 20–30 minutes56.21 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: not enough comparable games in both periods.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces12.5%80.0%
5mNearby cover of threatened allied assets95.2 metal100.0%
5mEnemy force near the starting area82.5 metal100.0%
10mArmy near recorded enemy forces72.8%80.0%
10mNearby cover of threatened allied assets247.2 metal90.0%
10mEnemy force near the starting area0.0 metal90.0%
15mArmy near recorded enemy forces66.3%40.0%
15mNearby cover of threatened allied assets729.6 metal50.0%
15mEnemy force near the starting area0.0 metal50.0%
20mArmy near recorded enemy forces0.0%30.0%
20mNearby cover of threatened allied assets339.8 metal30.0%
20mEnemy force near the starting area0.0 metal30.0%

Units given to allies at 5 minutes: 1,014 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 21 Sep 2026 · Won
    Game index 69.9 · 5m: 51.8 · 10m: 88.0
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-65 metal / 5 min3.6
    5mMetal income3,303 metal / 5 min100.0
    5mEnergy income20,111 energy / 5 min10.7
    5mMilitary construction1,057 metal / 5 min96.4
    10mNet combat exchange2,058 metal / 5 min96.3
    10mMetal income8,181 metal / 5 min98.1
    10mEnergy income97,373 energy / 5 min22.6
    10mMilitary construction3,120 metal / 5 min88.9
  • Weaker measured game ↗ · 22 Sep 2026 · Won
    Game index 34.6 · 5m: 25.0 · 10m: 15.6 · 15m: 53.1 · 20m: 44.6
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-456 metal / 5 min0.0
    5mMetal income1,999 metal / 5 min28.6
    5mEnergy income28,950 energy / 5 min44.4
    5mMilitary construction100 metal / 5 min60.0
    10mNet combat exchange-550 metal / 5 min22.2
    10mMetal income3,493 metal / 5 min8.9
    10mEnergy income39,496 energy / 5 min2.2
    10mMilitary construction661 metal / 5 min18.9
    15mNet combat exchange51 metal / 5 min78.3
    15mMetal income8,639 metal / 5 min26.7
    15mEnergy income119,710 energy / 5 min8.0
    15mMilitary construction3,711 metal / 5 min64.7
    20mNet combat exchange-270 metal / 5 min71.7
    20mMetal income11,936 metal / 5 min20.0
    20mEnergy income250,462 energy / 5 min17.5
    20mMilitary construction7,438 metal / 5 min40.8
  • Typical measured game ↗ · 20 Sep 2026 · Lost
    Game index 53.0 · 5m: 66.8 · 10m: 39.3
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min52.7
    5mMetal income2,146 metal / 5 min70.3
    5mEnergy income35,399 energy / 5 min73.0
    5mMilitary construction574 metal / 5 min86.5
    10mNet combat exchange514 metal / 5 min79.7
    10mMetal income3,803 metal / 5 min7.8
    10mEnergy income85,393 energy / 5 min18.0
    10mMilitary construction190 metal / 5 min16.4
4OVERALL #4Hunfore17 scored games · 6 playing dates47.2Overall indexNet combat exchange 57Metal income 34Energy income 51Military construction 44Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange57.5

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 40% · complete data in 100.0% of scored games

Metal income33.9

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 30% · complete data in 100.0% of scored games

Energy income51.4

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction44.3

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 20% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange57.540%23.0
Metal income33.930%10.2
Energy income51.410%5.1
Military construction44.320%8.9

Before the evidence adjustment: 44.8. Keep 54.5% of that result and 45.5% of the typical value, 50: 44.8 × 0.545 + 50 × 0.455 = 47.2. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
44.0–49.6
Eligible-game coverage
89.5%
Scored games
17
Playing dates
6

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes48.617 measured games
Mid · 10–20 minutes41.111 measured games
Late · 20–30 minutes36.85 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: No clear change. Observed change -4.1 points. Recent 42.4 versus earlier 46.5; the periods split at 18 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -12.5–4.2 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces0.0%35.3%
5mNearby cover of threatened allied assets0.0 metal100.0%
5mEnemy force near the starting area100.9 metal100.0%
10mArmy near recorded enemy forces73.7%94.1%
10mNearby cover of threatened allied assets208.0 metal94.1%
10mEnemy force near the starting area198.8 metal94.1%
15mArmy near recorded enemy forces73.3%64.7%
15mNearby cover of threatened allied assets589.7 metal64.7%
15mEnemy force near the starting area13.6 metal64.7%
20mArmy near recorded enemy forces58.2%35.3%
20mNearby cover of threatened allied assets2,822.3 metal35.3%
20mEnemy force near the starting area1,657.7 metal35.3%

Units given to allies at 5 minutes: 519 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 16 Sep 2026 · Lost
    Game index 58.7 · 5m: 59.5 · 10m: 57.9
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange51 metal / 5 min92.6
    5mMetal income1,759 metal / 5 min13.0
    5mEnergy income31,410 energy / 5 min68.7
    5mMilitary construction97 metal / 5 min58.3
    10mNet combat exchange2,795 metal / 5 min98.1
    10mMetal income3,644 metal / 5 min12.7
    10mEnergy income134,303 energy / 5 min52.8
    10mMilitary construction1,282 metal / 5 min47.8
  • Weaker measured game ↗ · 21 Sep 2026 · Won
    Game index 29.1 · 5m: 35.2 · 10m: 52.7 · 15m: 14.3
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min49.1
    5mMetal income1,848 metal / 5 min13.1
    5mEnergy income33,095 energy / 5 min69.6
    5mMilitary construction0 metal / 5 min23.5
    10mNet combat exchange1,414 metal / 5 min82.0
    10mMetal income3,644 metal / 5 min5.0
    10mEnergy income141,987 energy / 5 min59.6
    10mMilitary construction1,612 metal / 5 min62.2
    15mNet combat exchange-3,972 metal / 5 min2.5
    15mMetal income9,364 metal / 5 min15.0
    15mEnergy income267,023 energy / 5 min40.8
    15mMilitary construction1,960 metal / 5 min23.6
  • Typical measured game ↗ · 22 Sep 2026 · Won
    Game index 42.4 · 5m: 35.3 · 10m: 49.4
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min52.0
    5mMetal income1,777 metal / 5 min13.1
    5mEnergy income29,688 energy / 5 min63.9
    5mMilitary construction0 metal / 5 min20.9
    10mNet combat exchange1,455 metal / 5 min93.1
    10mMetal income3,788 metal / 5 min8.6
    10mEnergy income153,652 energy / 5 min64.7
    10mMilitary construction401 metal / 5 min15.5

Front (suicide)

Role-weighted performance · both map sides

OVERALL INDEX

14 qualifying players · OS above 30 · open a player to explore the calculation and evidence.

OVERALL #1Etherift10 scored games · 5 playing dates60.3Overall indexNet combat exchange 62Metal income 58Energy income 47Military construction 60Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange62.3

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 55% · complete data in 100.0% of scored games

Metal income57.9

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 15% · complete data in 100.0% of scored games

Energy income47.2

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 5% · complete data in 100.0% of scored games

Military construction60.0

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange62.355%34.3
Metal income57.915%8.7
Energy income47.25%2.4
Military construction60.025%15.0

Before the evidence adjustment: 70.6. Keep 50.0% of that result and 50.0% of the typical value, 50: 70.6 × 0.500 + 50 × 0.500 = 60.3. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
53.0–64.9
Eligible-game coverage
90.9%
Scored games
10
Playing dates
5

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes64.510 measured games
Mid · 10–20 minutes70.27 measured games
Late · 20–30 minutes70.92 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: not enough comparable games in both periods.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces91.9%100.0%
5mNearby cover of threatened allied assets53.5 metal100.0%
5mEnemy force near the starting area303.5 metal100.0%
10mArmy near recorded enemy forces90.3%80.0%
10mNearby cover of threatened allied assets153.2 metal80.0%
10mEnemy force near the starting area389.5 metal80.0%
15mArmy near recorded enemy forces88.6%60.0%
15mNearby cover of threatened allied assets103.0 metal70.0%
15mEnemy force near the starting area807.4 metal70.0%
20mArmy near recorded enemy forces60.2%40.0%
20mNearby cover of threatened allied assets336.5 metal40.0%
20mEnemy force near the starting area1,171.2 metal40.0%

Units given to allies at 5 minutes: 270 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 16 Sep 2026 · Won
    Game index 97.3 · 5m: 97.3
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange4,042 metal / 5 min99.2
    5mMetal income5,747 metal / 5 min99.3
    5mEnergy income48,843 energy / 5 min57.4
    5mMilitary construction4,074 metal / 5 min100.0
  • Weaker measured game ↗ · 20 Sep 2026 · Lost
    Game index 47.8 · 5m: 87.1 · 10m: 26.2 · 15m: 36.0 · 20m: 27.7 · 25m: 53.4 · 30m: 56.5
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange2,885 metal / 5 min96.0
    5mMetal income5,409 metal / 5 min99.4
    5mEnergy income42,039 energy / 5 min16.3
    5mMilitary construction2,991 metal / 5 min74.2
    10mNet combat exchange-3,814 metal / 5 min12.2
    10mMetal income3,914 metal / 5 min16.0
    10mEnergy income53,946 energy / 5 min10.1
    10mMilitary construction3,757 metal / 5 min66.6
    15mNet combat exchange-618 metal / 5 min48.9
    15mMetal income6,463 metal / 5 min34.9
    15mEnergy income76,993 energy / 5 min10.3
    15mMilitary construction1,291 metal / 5 min13.2
    20mNet combat exchange-1,651 metal / 5 min32.2
    20mMetal income6,721 metal / 5 min22.5
    20mEnergy income200,595 energy / 5 min31.7
    20mMilitary construction1,393 metal / 5 min20.0
    25mNet combat exchange3,588 metal / 5 min74.4
    25mMetal income13,264 metal / 5 min41.0
    25mEnergy income591,039 energy / 5 min62.8
    25mMilitary construction265 metal / 5 min12.8
    30mNet combat exchange-880 metal / 5 min62.5
    30mMetal income28,676 metal / 5 min72.6
    30mEnergy income1,553,304 energy / 5 min86.9
    30mMilitary construction5,422 metal / 5 min27.4
  • Typical measured game ↗ · 19 Sep 2026 · Lost
    Game index 80.6 · 5m: 85.9 · 10m: 75.2 · 15m: 80.7
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange1,573 metal / 5 min91.1
    5mMetal income4,232 metal / 5 min70.8
    5mEnergy income43,868 energy / 5 min31.3
    5mMilitary construction3,438 metal / 5 min94.4
    10mNet combat exchange2,109 metal / 5 min82.8
    10mMetal income7,286 metal / 5 min83.6
    10mEnergy income79,870 energy / 5 min33.7
    10mMilitary construction3,994 metal / 5 min61.7
    15mNet combat exchange1,850 metal / 5 min85.5
    15mMetal income13,905 metal / 5 min87.2
    15mEnergy income141,949 energy / 5 min48.1
    15mMilitary construction4,725 metal / 5 min73.0
OVERALL #2[GerBoyz]Stinkfisch10 scored games · 5 playing dates59.0Overall indexNet combat exchange 58Metal income 65Energy income 48Military construction 60Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange58.0

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 55% · complete data in 100.0% of scored games

Metal income65.3

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 15% · complete data in 100.0% of scored games

Energy income48.3

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 5% · complete data in 100.0% of scored games

Military construction59.6

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange58.055%31.9
Metal income65.315%9.8
Energy income48.35%2.4
Military construction59.625%14.9

Before the evidence adjustment: 68.1. Keep 50.0% of that result and 50.0% of the typical value, 50: 68.1 × 0.500 + 50 × 0.500 = 59.0. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
50.8–62.4
Eligible-game coverage
90.9%
Scored games
10
Playing dates
5

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes68.410 measured games
Mid · 10–20 minutes59.16 measured games
Late · 20–30 minutes71.54 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: not enough comparable games in both periods.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces91.6%100.0%
5mNearby cover of threatened allied assets49.0 metal100.0%
5mEnemy force near the starting area166.0 metal100.0%
10mArmy near recorded enemy forces84.4%60.0%
10mNearby cover of threatened allied assets129.0 metal60.0%
10mEnemy force near the starting area574.2 metal60.0%
15mArmy near recorded enemy forces89.8%50.0%
15mNearby cover of threatened allied assets203.3 metal60.0%
15mEnemy force near the starting area377.3 metal60.0%
20mArmy near recorded enemy forces75.0%40.0%
20mNearby cover of threatened allied assets210.8 metal50.0%
20mEnemy force near the starting area68.6 metal50.0%

Units given to allies at 5 minutes: 0 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 22 Sep 2026 · Won
    Game index 93.9 · 5m: 93.9
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange2,815 metal / 5 min97.1
    5mMetal income5,096 metal / 5 min96.9
    5mEnergy income62,173 energy / 5 min90.1
    5mMilitary construction3,019 metal / 5 min85.8
  • Weaker measured game ↗ · 16 Sep 2026 · Won
    Game index 30.6 · 5m: 30.6
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-1,650 metal / 5 min4.9
    5mMetal income4,490 metal / 5 min82.8
    5mEnergy income37,227 energy / 5 min9.8
    5mMilitary construction2,564 metal / 5 min59.7
  • Typical measured game ↗ · 19 Sep 2026 · Won
    Game index 67.0 · 5m: 74.5 · 10m: 60.1 · 15m: 75.3 · 20m: 58.2
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange5,314 metal / 5 min100.0
    5mMetal income4,548 metal / 5 min83.1
    5mEnergy income39,666 energy / 5 min16.7
    5mMilitary construction2,136 metal / 5 min24.6
    10mNet combat exchange515 metal / 5 min67.9
    10mMetal income9,329 metal / 5 min98.5
    10mEnergy income152,925 energy / 5 min93.4
    10mMilitary construction2,134 metal / 5 min13.0
    15mNet combat exchange-350 metal / 5 min58.7
    15mMetal income15,174 metal / 5 min90.4
    15mEnergy income347,296 energy / 5 min99.4
    15mMilitary construction9,282 metal / 5 min97.9
    20mNet combat exchange-1,794 metal / 5 min28.4
    20mMetal income23,620 metal / 5 min93.6
    20mEnergy income632,392 energy / 5 min95.1
    20mMilitary construction14,412 metal / 5 min95.1
OVERALL #3xabre10 scored games · 5 playing dates58.7Overall indexNet combat exchange 59Metal income 59Energy income 55Military construction 59Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange58.9

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 55% · complete data in 100.0% of scored games

Metal income58.8

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 15% · complete data in 100.0% of scored games

Energy income55.2

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 5% · complete data in 100.0% of scored games

Military construction59.1

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange58.955%32.4
Metal income58.815%8.8
Energy income55.25%2.8
Military construction59.125%14.8

Before the evidence adjustment: 67.5. Keep 50.0% of that result and 50.0% of the typical value, 50: 67.5 × 0.500 + 50 × 0.500 = 58.7. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
55.7–67.6
Eligible-game coverage
100.0%
Scored games
10
Playing dates
5

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes66.610 measured games
Mid · 10–20 minutes71.38 measured games
Late · 20–30 minutes52.86 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: not enough comparable games in both periods.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces92.9%100.0%
5mNearby cover of threatened allied assets80.8 metal100.0%
5mEnemy force near the starting area325.2 metal100.0%
10mArmy near recorded enemy forces95.5%60.0%
10mNearby cover of threatened allied assets56.4 metal80.0%
10mEnemy force near the starting area199.6 metal80.0%
15mArmy near recorded enemy forces99.6%80.0%
15mNearby cover of threatened allied assets70.3 metal80.0%
15mEnemy force near the starting area876.8 metal80.0%
20mArmy near recorded enemy forces77.0%70.0%
20mNearby cover of threatened allied assets274.5 metal70.0%
20mEnemy force near the starting area1,315.1 metal70.0%

Units given to allies at 5 minutes: 0 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 20 Sep 2026 · Won
    Game index 89.9 · 5m: 89.9
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange1,235 metal / 5 min93.8
    5mMetal income4,575 metal / 5 min87.6
    5mEnergy income39,945 energy / 5 min20.8
    5mMilitary construction3,365 metal / 5 min96.6
  • Weaker measured game ↗ · 18 Sep 2026 · Lost
    Game index 48.5 · 5m: 59.0 · 10m: 21.0 · 15m: 76.6 · 20m: 40.2 · 25m: 39.3 · 30m: 54.8
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange307 metal / 5 min68.3
    5mMetal income3,636 metal / 5 min35.5
    5mEnergy income54,660 energy / 5 min79.8
    5mMilitary construction2,401 metal / 5 min48.7
    10mNet combat exchange-3,716 metal / 5 min10.8
    10mMetal income4,896 metal / 5 min45.2
    10mEnergy income101,393 energy / 5 min66.8
    10mMilitary construction2,096 metal / 5 min19.8
    15mNet combat exchange778 metal / 5 min79.0
    15mMetal income15,627 metal / 5 min94.0
    15mEnergy income131,192 energy / 5 min49.4
    15mMilitary construction3,937 metal / 5 min66.4
    20mNet combat exchange-2,357 metal / 5 min27.2
    20mMetal income14,229 metal / 5 min64.8
    20mEnergy income413,751 energy / 5 min83.1
    20mMilitary construction4,071 metal / 5 min45.4
    25mNet combat exchange-5,620 metal / 5 min14.1
    25mMetal income21,250 metal / 5 min82.1
    25mEnergy income583,671 energy / 5 min73.5
    25mMilitary construction9,530 metal / 5 min62.2
    30mNet combat exchange466 metal / 5 min65.8
    30mMetal income11,759 metal / 5 min38.1
    30mEnergy income555,270 energy / 5 min50.2
    30mMilitary construction4,599 metal / 5 min41.4
  • Typical measured game ↗ · 18 Sep 2026 · Won
    Game index 66.2 · 5m: 87.8 · 10m: 89.5 · 15m: 69.4 · 20m: 37.0 · 25m: 54.0 · 30m: 59.7
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange2,072 metal / 5 min96.7
    5mMetal income4,124 metal / 5 min58.9
    5mEnergy income52,638 energy / 5 min70.8
    5mMilitary construction3,067 metal / 5 min89.0
    10mNet combat exchange8,228 metal / 5 min99.3
    10mMetal income4,954 metal / 5 min45.4
    10mEnergy income118,144 energy / 5 min79.7
    10mMilitary construction6,327 metal / 5 min96.3
    15mNet combat exchange152 metal / 5 min72.0
    15mMetal income6,045 metal / 5 min37.7
    15mEnergy income159,407 energy / 5 min63.8
    15mMilitary construction5,331 metal / 5 min84.0
    20mNet combat exchange-2,500 metal / 5 min24.6
    20mMetal income11,731 metal / 5 min52.7
    20mEnergy income157,932 energy / 5 min36.3
    20mMilitary construction5,501 metal / 5 min55.0
    25mNet combat exchange342 metal / 5 min63.8
    25mMetal income15,061 metal / 5 min51.5
    25mEnergy income409,591 energy / 5 min63.9
    25mMilitary construction2,152 metal / 5 min31.8
    30mNet combat exchange899 metal / 5 min68.5
    30mMetal income20,737 metal / 5 min68.5
    30mEnergy income948,051 energy / 5 min76.4
    30mMilitary construction2,723 metal / 5 min32.0
4OVERALL #4derkarl16 scored games · 6 playing dates56.5Overall indexNet combat exchange 55Metal income 58Energy income 58Military construction 59Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange55.0

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 55% · complete data in 100.0% of scored games

Metal income58.0

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 15% · complete data in 100.0% of scored games

Energy income57.7

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 5% · complete data in 100.0% of scored games

Military construction58.7

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange55.055%30.2
Metal income58.015%8.7
Energy income57.75%2.9
Military construction58.725%14.7

Before the evidence adjustment: 61.9. Keep 54.5% of that result and 45.5% of the typical value, 50: 61.9 × 0.545 + 50 × 0.455 = 56.5. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
52.2–60.4
Eligible-game coverage
88.9%
Scored games
16
Playing dates
6

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes70.316 measured games
Mid · 10–20 minutes45.912 measured games
Late · 20–30 minutes48.55 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: not enough comparable games in both periods.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces89.0%100.0%
5mNearby cover of threatened allied assets36.4 metal100.0%
5mEnemy force near the starting area19.4 metal100.0%
10mArmy near recorded enemy forces93.0%87.5%
10mNearby cover of threatened allied assets75.8 metal87.5%
10mEnemy force near the starting area1,194.1 metal87.5%
15mArmy near recorded enemy forces79.5%68.8%
15mNearby cover of threatened allied assets137.8 metal75.0%
15mEnemy force near the starting area1,489.6 metal75.0%
20mArmy near recorded enemy forces71.4%31.2%
20mNearby cover of threatened allied assets134.8 metal50.0%
20mEnemy force near the starting area2,599.5 metal50.0%

Units given to allies at 5 minutes: 0 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 15 Sep 2026 · Won
    Game index 92.0 · 5m: 92.0
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange3,334 metal / 5 min98.2
    5mMetal income4,376 metal / 5 min74.1
    5mEnergy income48,037 energy / 5 min56.0
    5mMilitary construction3,425 metal / 5 min96.4
  • Weaker measured game ↗ · 22 Sep 2026 · Lost
    Game index 35.5 · 5m: 82.8 · 10m: 23.8 · 15m: 17.8
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange763 metal / 5 min86.1
    5mMetal income4,597 metal / 5 min84.3
    5mEnergy income58,298 energy / 5 min94.4
    5mMilitary construction2,870 metal / 5 min72.2
    10mNet combat exchange-1,814 metal / 5 min26.4
    10mMetal income2,725 metal / 5 min9.4
    10mEnergy income109,614 energy / 5 min71.7
    10mMilitary construction2,080 metal / 5 min17.0
    15mNet combat exchange-1,931 metal / 5 min28.6
    15mMetal income1,187 metal / 5 min8.2
    15mEnergy income52,840 energy / 5 min6.1
    15mMilitary construction0 metal / 5 min2.0
  • Typical measured game ↗ · 17 Sep 2026 · Lost
    Game index 57.6 · 5m: 71.2 · 10m: 50.4 · 15m: 48.3 · 20m: 60.4
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-32 metal / 5 min55.4
    5mMetal income4,466 metal / 5 min86.4
    5mEnergy income50,280 energy / 5 min63.6
    5mMilitary construction3,600 metal / 5 min98.3
    10mNet combat exchange-1,779 metal / 5 min24.3
    10mMetal income7,801 metal / 5 min90.8
    10mEnergy income73,051 energy / 5 min31.3
    10mMilitary construction4,715 metal / 5 min87.5
    15mNet combat exchange-377 metal / 5 min51.3
    15mMetal income8,373 metal / 5 min50.9
    15mEnergy income102,707 energy / 5 min26.5
    15mMilitary construction3,026 metal / 5 min44.7
    20mNet combat exchange2,797 metal / 5 min83.7
    20mMetal income10,779 metal / 5 min45.8
    20mEnergy income186,668 energy / 5 min31.8
    20mMilitary construction1,684 metal / 5 min23.5
5OVERALL #5Xad57 scored games · 8 playing dates55.9Overall indexNet combat exchange 53Metal income 62Energy income 56Military construction 59Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange52.7

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 55% · complete data in 100.0% of scored games

Metal income61.9

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 15% · complete data in 100.0% of scored games

Energy income55.8

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 5% · complete data in 100.0% of scored games

Military construction59.5

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange52.755%29.0
Metal income61.915%9.3
Energy income55.85%2.8
Military construction59.525%14.9

Before the evidence adjustment: 59.6. Keep 61.5% of that result and 38.5% of the typical value, 50: 59.6 × 0.615 + 50 × 0.385 = 55.9. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
52.2–61.2
Eligible-game coverage
91.9%
Scored games
57
Playing dates
8

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes59.457 measured games
Mid · 10–20 minutes57.734 measured games
Late · 20–30 minutes57.719 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: No clear change. Observed change -2.2 points. Recent 58.7 versus earlier 61.0; the periods split at 19 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -10.8–12.8 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces94.2%96.5%
5mNearby cover of threatened allied assets51.2 metal100.0%
5mEnemy force near the starting area371.6 metal100.0%
10mArmy near recorded enemy forces90.9%71.9%
10mNearby cover of threatened allied assets75.3 metal77.2%
10mEnemy force near the starting area916.6 metal77.2%
15mArmy near recorded enemy forces82.0%52.6%
15mNearby cover of threatened allied assets326.0 metal59.6%
15mEnemy force near the starting area1,810.9 metal59.6%
20mArmy near recorded enemy forces81.8%38.6%
20mNearby cover of threatened allied assets658.0 metal40.4%
20mEnemy force near the starting area2,314.6 metal40.4%

Units given to allies at 5 minutes: 127 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 19 Sep 2026 · Won
    Game index 90.9 · 5m: 83.0 · 10m: 98.9
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange1,214 metal / 5 min93.3
    5mMetal income4,584 metal / 5 min87.8
    5mEnergy income53,625 energy / 5 min75.6
    5mMilitary construction2,625 metal / 5 min58.8
    10mNet combat exchange6,865 metal / 5 min100.0
    10mMetal income9,227 metal / 5 min98.3
    10mEnergy income163,437 energy / 5 min97.1
    10mMilitary construction5,557 metal / 5 min97.2
  • Weaker measured game ↗ · 21 Sep 2026 · Lost
    Game index 13.7 · 5m: 13.7
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-3,564 metal / 5 min1.4
    5mMetal income3,539 metal / 5 min29.1
    5mEnergy income40,119 energy / 5 min13.5
    5mMilitary construction2,308 metal / 5 min31.8
  • Typical measured game ↗ · 21 Sep 2026 · Lost
    Game index 60.3 · 5m: 43.1 · 10m: 77.6
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange100 metal / 5 min56.8
    5mMetal income3,169 metal / 5 min10.0
    5mEnergy income40,700 energy / 5 min29.2
    5mMilitary construction2,039 metal / 5 min35.5
    10mNet combat exchange3,029 metal / 5 min92.5
    10mMetal income5,841 metal / 5 min62.3
    10mEnergy income111,812 energy / 5 min74.6
    10mMilitary construction3,349 metal / 5 min54.5
6OVERALL #6_X_41 scored games · 7 playing dates55.5Overall indexNet combat exchange 53Metal income 62Energy income 60Military construction 56Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange53.3

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 55% · complete data in 100.0% of scored games

Metal income61.8

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 15% · complete data in 100.0% of scored games

Energy income59.9

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 5% · complete data in 100.0% of scored games

Military construction55.9

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange53.355%29.3
Metal income61.815%9.3
Energy income59.95%3.0
Military construction55.925%14.0

Before the evidence adjustment: 59.5. Keep 58.3% of that result and 41.7% of the typical value, 50: 59.5 × 0.583 + 50 × 0.417 = 55.5. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
53.0–57.7
Eligible-game coverage
80.4%
Scored games
41
Playing dates
7

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes60.841 measured games
Mid · 10–20 minutes54.531 measured games
Late · 20–30 minutes61.118 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: No clear change. Observed change +3.9 points. Recent 61.6 versus earlier 57.7; the periods split at 18 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -3.7–10.2 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces90.8%95.1%
5mNearby cover of threatened allied assets49.8 metal100.0%
5mEnemy force near the starting area357.6 metal100.0%
10mArmy near recorded enemy forces77.0%68.3%
10mNearby cover of threatened allied assets104.6 metal87.8%
10mEnemy force near the starting area912.5 metal87.8%
15mArmy near recorded enemy forces89.2%46.3%
15mNearby cover of threatened allied assets484.0 metal75.6%
15mEnemy force near the starting area2,191.7 metal75.6%
20mArmy near recorded enemy forces85.7%31.7%
20mNearby cover of threatened allied assets611.9 metal51.2%
20mEnemy force near the starting area2,741.4 metal51.2%

Units given to allies at 5 minutes: 42 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 15 Sep 2026 · Won
    Game index 92.9 · 5m: 92.9
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange3,635 metal / 5 min100.0
    5mMetal income4,846 metal / 5 min88.2
    5mEnergy income46,330 energy / 5 min58.8
    5mMilitary construction3,209 metal / 5 min86.8
  • Weaker measured game ↗ · 19 Sep 2026 · Lost
    Game index 25.6 · 5m: 33.0 · 10m: 37.2 · 15m: 16.1
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-384 metal / 5 min33.6
    5mMetal income3,697 metal / 5 min41.0
    5mEnergy income48,299 energy / 5 min56.4
    5mMilitary construction1,963 metal / 5 min22.0
    10mNet combat exchange-1,143 metal / 5 min34.3
    10mMetal income6,256 metal / 5 min72.4
    10mEnergy income168,021 energy / 5 min97.5
    10mMilitary construction1,567 metal / 5 min10.5
    15mNet combat exchange-3,898 metal / 5 min12.2
    15mMetal income4,654 metal / 5 min25.5
    15mEnergy income93,325 energy / 5 min21.0
    15mMilitary construction1,331 metal / 5 min18.1
  • Typical measured game ↗ · 16 Sep 2026 · Lost
    Game index 59.4 · 5m: 36.9 · 10m: 88.8 · 15m: 31.6 · 20m: 59.8 · 25m: 79.3 · 30m: 59.9
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-3,148 metal / 5 min2.4
    5mMetal income4,594 metal / 5 min82.7
    5mEnergy income54,040 energy / 5 min77.9
    5mMilitary construction2,736 metal / 5 min77.2
    10mNet combat exchange3,857 metal / 5 min96.9
    10mMetal income7,033 metal / 5 min83.8
    10mEnergy income145,717 energy / 5 min89.8
    10mMilitary construction4,162 metal / 5 min73.9
    15mNet combat exchange-5,205 metal / 5 min7.7
    15mMetal income11,472 metal / 5 min73.9
    15mEnergy income230,896 energy / 5 min80.3
    15mMilitary construction3,040 metal / 5 min49.0
    20mNet combat exchange531 metal / 5 min60.7
    20mMetal income19,749 metal / 5 min83.2
    20mEnergy income565,623 energy / 5 min86.9
    20mMilitary construction4,246 metal / 5 min38.5
    25mNet combat exchange12,513 metal / 5 min95.5
    25mMetal income23,724 metal / 5 min82.0
    25mEnergy income1,861,282 energy / 5 min100.0
    25mMilitary construction4,790 metal / 5 min38.0
    30mNet combat exchange-768 metal / 5 min50.4
    30mMetal income51,904 metal / 5 min98.9
    30mEnergy income3,359,498 energy / 5 min100.0
    30mMilitary construction6,813 metal / 5 min49.3
7OVERALL #7ChaoticNoob17 scored games · 6 playing dates55.3Overall indexNet combat exchange 57Metal income 56Energy income 58Military construction 50Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange57.3

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 55% · complete data in 100.0% of scored games

Metal income55.9

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 15% · complete data in 100.0% of scored games

Energy income57.5

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 5% · complete data in 100.0% of scored games

Military construction50.3

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange57.355%31.5
Metal income55.915%8.4
Energy income57.55%2.9
Military construction50.325%12.6

Before the evidence adjustment: 59.8. Keep 54.5% of that result and 45.5% of the typical value, 50: 59.8 × 0.545 + 50 × 0.455 = 55.3. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
51.3–59.3
Eligible-game coverage
100.0%
Scored games
17
Playing dates
6

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes57.417 measured games
Mid · 10–20 minutes57.614 measured games
Late · 20–30 minutes58.77 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: Downward trend. Observed change -15.7 points. Recent 51.4 versus earlier 67.2; the periods split at 19 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -22.6–-9.3 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces90.0%100.0%
5mNearby cover of threatened allied assets26.0 metal100.0%
5mEnemy force near the starting area411.8 metal100.0%
10mArmy near recorded enemy forces89.6%82.4%
10mNearby cover of threatened allied assets67.0 metal94.1%
10mEnemy force near the starting area1,291.3 metal94.1%
15mArmy near recorded enemy forces92.7%70.6%
15mNearby cover of threatened allied assets506.8 metal82.4%
15mEnemy force near the starting area1,895.4 metal82.4%
20mArmy near recorded enemy forces66.1%41.2%
20mNearby cover of threatened allied assets190.0 metal52.9%
20mEnemy force near the starting area3,242.7 metal52.9%

Units given to allies at 5 minutes: 15 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 18 Sep 2026 · Won
    Game index 83.5 · 5m: 86.1 · 10m: 73.2 · 15m: 93.4 · 20m: 81.3
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange562 metal / 5 min79.9
    5mMetal income5,515 metal / 5 min97.8
    5mEnergy income64,720 energy / 5 min96.4
    5mMilitary construction3,168 metal / 5 min90.6
    10mNet combat exchange1,938 metal / 5 min86.7
    10mMetal income8,482 metal / 5 min95.0
    10mEnergy income220,987 energy / 5 min98.9
    10mMilitary construction2,332 metal / 5 min25.2
    15mNet combat exchange2,938 metal / 5 min91.2
    15mMetal income19,895 metal / 5 min97.1
    15mEnergy income415,310 energy / 5 min97.1
    15mMilitary construction8,770 metal / 5 min95.5
    20mNet combat exchange1,182 metal / 5 min68.4
    20mMetal income34,281 metal / 5 min100.0
    20mEnergy income940,620 energy / 5 min98.4
    20mMilitary construction13,799 metal / 5 min94.9
  • Weaker measured game ↗ · 20 Sep 2026 · Lost
    Game index 36.1 · 5m: 15.7 · 10m: 37.5 · 15m: 45.5
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-436 metal / 5 min24.0
    5mMetal income2,820 metal / 5 min2.9
    5mEnergy income30,363 energy / 5 min4.4
    5mMilitary construction1,539 metal / 5 min7.4
    10mNet combat exchange-305 metal / 5 min54.0
    10mMetal income3,629 metal / 5 min16.2
    10mEnergy income110,976 energy / 5 min73.5
    10mMilitary construction1,669 metal / 5 min7.0
    15mNet combat exchange-524 metal / 5 min46.0
    15mMetal income6,593 metal / 5 min44.4
    15mEnergy income153,809 energy / 5 min54.8
    15mMilitary construction2,408 metal / 5 min43.3
  • Typical measured game ↗ · 19 Sep 2026 · Won
    Game index 62.8 · 5m: 84.5 · 10m: 14.9 · 15m: 41.8 · 20m: 50.7 · 25m: 92.6
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange1,706 metal / 5 min94.9
    5mMetal income5,012 metal / 5 min94.1
    5mEnergy income73,069 energy / 5 min99.1
    5mMilitary construction2,526 metal / 5 min52.6
    10mNet combat exchange-3,697 metal / 5 min7.7
    10mMetal income3,901 metal / 5 min24.4
    10mEnergy income148,167 energy / 5 min92.9
    10mMilitary construction1,508 metal / 5 min9.4
    15mNet combat exchange-1,806 metal / 5 min30.0
    15mMetal income10,534 metal / 5 min65.3
    15mEnergy income221,470 energy / 5 min82.6
    15mMilitary construction3,107 metal / 5 min45.5
    20mNet combat exchange-1,786 metal / 5 min29.4
    20mMetal income18,901 metal / 5 min80.0
    20mEnergy income388,382 energy / 5 min71.5
    20mMilitary construction8,697 metal / 5 min75.9
    25mNet combat exchange10,526 metal / 5 min97.3
    25mMetal income23,169 metal / 5 min76.7
    25mEnergy income577,900 energy / 5 min63.0
    25mMilitary construction22,039 metal / 5 min97.8
8OVERALL #8Immort17 scored games · 5 playing dates54.3Overall indexNet combat exchange 53Metal income 56Energy income 54Military construction 55Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange53.4

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 55% · complete data in 100.0% of scored games

Metal income56.1

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 15% · complete data in 100.0% of scored games

Energy income54.3

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 5% · complete data in 100.0% of scored games

Military construction55.3

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange53.455%29.4
Metal income56.115%8.4
Energy income54.35%2.7
Military construction55.325%13.8

Before the evidence adjustment: 58.7. Keep 50.0% of that result and 50.0% of the typical value, 50: 58.7 × 0.500 + 50 × 0.500 = 54.3. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
51.2–56.8
Eligible-game coverage
94.4%
Scored games
17
Playing dates
5

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes56.217 measured games
Mid · 10–20 minutes63.812 measured games
Late · 20–30 minutes60.43 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: not enough comparable games in both periods.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces89.1%100.0%
5mNearby cover of threatened allied assets47.7 metal100.0%
5mEnemy force near the starting area294.4 metal100.0%
10mArmy near recorded enemy forces76.9%88.2%
10mNearby cover of threatened allied assets25.8 metal88.2%
10mEnemy force near the starting area1,099.9 metal88.2%
15mArmy near recorded enemy forces55.9%64.7%
15mNearby cover of threatened allied assets216.3 metal70.6%
15mEnemy force near the starting area738.8 metal70.6%
20mArmy near recorded enemy forces87.7%35.3%
20mNearby cover of threatened allied assets1,023.1 metal35.3%
20mEnemy force near the starting area5,053.8 metal35.3%

Units given to allies at 5 minutes: 0 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 18 Sep 2026 · Won
    Game index 79.3 · 5m: 74.6 · 10m: 85.7 · 15m: 78.5
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange2,142 metal / 5 min95.9
    5mMetal income4,010 metal / 5 min59.8
    5mEnergy income47,848 energy / 5 min53.1
    5mMilitary construction2,292 metal / 5 min40.9
    10mNet combat exchange4,206 metal / 5 min97.1
    10mMetal income5,607 metal / 5 min58.9
    10mEnergy income77,593 energy / 5 min35.9
    10mMilitary construction4,626 metal / 5 min86.5
    15mNet combat exchange2,365 metal / 5 min87.4
    15mMetal income11,991 metal / 5 min76.3
    15mEnergy income175,276 energy / 5 min65.4
    15mMilitary construction4,102 metal / 5 min62.7
  • Weaker measured game ↗ · 17 Sep 2026 · Lost
    Game index 21.2 · 5m: 21.2
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-1,131 metal / 5 min11.8
    5mMetal income3,005 metal / 5 min11.1
    5mEnergy income41,682 energy / 5 min28.8
    5mMilitary construction2,339 metal / 5 min46.5
  • Typical measured game ↗ · 21 Sep 2026 · Won
    Game index 62.9 · 5m: 51.6 · 10m: 74.2
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-201 metal / 5 min39.1
    5mMetal income4,189 metal / 5 min61.5
    5mEnergy income51,663 energy / 5 min79.0
    5mMilitary construction2,604 metal / 5 min67.7
    10mNet combat exchange781 metal / 5 min75.6
    10mMetal income6,009 metal / 5 min67.0
    10mEnergy income108,304 energy / 5 min69.8
    10mMilitary construction4,025 metal / 5 min76.1
9OVERALL #9AbyssFalcon22 scored games · 6 playing dates53.6Overall indexNet combat exchange 49Metal income 60Energy income 54Military construction 59Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange49.4

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 55% · complete data in 100.0% of scored games

Metal income60.1

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 15% · complete data in 100.0% of scored games

Energy income54.4

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 5% · complete data in 100.0% of scored games

Military construction58.6

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange49.455%27.2
Metal income60.115%9.0
Energy income54.45%2.7
Military construction58.625%14.7

Before the evidence adjustment: 56.5. Keep 54.5% of that result and 45.5% of the typical value, 50: 56.5 × 0.545 + 50 × 0.455 = 53.6. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
50.6–56.8
Eligible-game coverage
88.0%
Scored games
22
Playing dates
6

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes58.622 measured games
Mid · 10–20 minutes47.012 measured games
Late · 20–30 minutes52.36 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: No clear change. Observed change -4.3 points. Recent 55.4 versus earlier 59.7; the periods split at 19 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -11.5–11.1 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces81.5%100.0%
5mNearby cover of threatened allied assets38.0 metal100.0%
5mEnemy force near the starting area568.9 metal100.0%
10mArmy near recorded enemy forces88.1%68.2%
10mNearby cover of threatened allied assets28.5 metal72.7%
10mEnemy force near the starting area1,764.7 metal72.7%
15mArmy near recorded enemy forces79.9%36.4%
15mNearby cover of threatened allied assets100.2 metal54.5%
15mEnemy force near the starting area1,905.0 metal54.5%
20mArmy near recorded enemy forces67.5%27.3%
20mNearby cover of threatened allied assets65.4 metal45.5%
20mEnemy force near the starting area3,308.3 metal45.5%

Units given to allies at 5 minutes: 0 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 21 Sep 2026 · Won
    Game index 96.7 · 5m: 96.7
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange4,690 metal / 5 min100.0
    5mMetal income7,079 metal / 5 min100.0
    5mEnergy income47,229 energy / 5 min48.6
    5mMilitary construction3,800 metal / 5 min97.1
  • Weaker measured game ↗ · 21 Sep 2026 · Lost
    Game index 16.2 · 5m: 8.1 · 10m: 24.4
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-3,880 metal / 5 min0.0
    5mMetal income3,351 metal / 5 min13.0
    5mEnergy income46,698 energy / 5 min46.4
    5mMilitary construction2,120 metal / 5 min15.2
    10mNet combat exchange-1,166 metal / 5 min39.4
    10mMetal income2,675 metal / 5 min2.0
    10mEnergy income78,787 energy / 5 min37.8
    10mMilitary construction1,377 metal / 5 min2.0
  • Typical measured game ↗ · 20 Sep 2026 · Won
    Game index 56.9 · 5m: 42.7 · 10m: 58.8 · 15m: 68.3 · 20m: 57.6
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-1,148 metal / 5 min17.0
    5mMetal income5,236 metal / 5 min99.4
    5mEnergy income41,488 energy / 5 min24.7
    5mMilitary construction2,576 metal / 5 min69.0
    10mNet combat exchange-62 metal / 5 min53.7
    10mMetal income5,786 metal / 5 min58.6
    10mEnergy income81,491 energy / 5 min46.9
    10mMilitary construction4,577 metal / 5 min72.5
    15mNet combat exchange-539 metal / 5 min49.1
    15mMetal income12,572 metal / 5 min85.8
    15mEnergy income195,757 energy / 5 min77.7
    15mMilitary construction7,881 metal / 5 min98.1
    20mNet combat exchange-2,734 metal / 5 min31.0
    20mMetal income19,675 metal / 5 min90.7
    20mEnergy income312,638 energy / 5 min62.0
    20mMilitary construction14,255 metal / 5 min95.3
10OVERALL #10XXMACGAMERXX25 scored games · 8 playing dates53.3Overall indexNet combat exchange 53Metal income 51Energy income 44Military construction 58Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange52.5

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 55% · complete data in 100.0% of scored games

Metal income51.2

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 15% · complete data in 100.0% of scored games

Energy income43.8

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 5% · complete data in 100.0% of scored games

Military construction58.4

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange52.555%28.9
Metal income51.215%7.7
Energy income43.85%2.2
Military construction58.425%14.6

Before the evidence adjustment: 55.4. Keep 61.5% of that result and 38.5% of the typical value, 50: 55.4 × 0.615 + 50 × 0.385 = 53.3. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
49.2–57.5
Eligible-game coverage
83.3%
Scored games
25
Playing dates
8

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes56.325 measured games
Mid · 10–20 minutes57.214 measured games
Late · 20–30 minutes53.38 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: No clear change. Observed change +8.3 points. Recent 59.1 versus earlier 50.8; the periods split at 19 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -2.4–21.5 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces90.7%96.0%
5mNearby cover of threatened allied assets50.2 metal100.0%
5mEnemy force near the starting area342.4 metal100.0%
10mArmy near recorded enemy forces94.5%72.0%
10mNearby cover of threatened allied assets82.0 metal80.0%
10mEnemy force near the starting area588.1 metal80.0%
15mArmy near recorded enemy forces90.0%44.0%
15mNearby cover of threatened allied assets653.6 metal56.0%
15mEnemy force near the starting area922.9 metal56.0%
20mArmy near recorded enemy forces81.9%20.0%
20mNearby cover of threatened allied assets298.8 metal36.0%
20mEnemy force near the starting area4,670.9 metal36.0%

Units given to allies at 5 minutes: 4 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 16 Sep 2026 · Won
    Game index 90.3 · 5m: 90.3
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange1,324 metal / 5 min89.0
    5mMetal income5,017 metal / 5 min95.0
    5mEnergy income45,940 energy / 5 min42.2
    5mMilitary construction4,244 metal / 5 min100.0
  • Weaker measured game ↗ · 20 Sep 2026 · Lost
    Game index 21.4 · 5m: 34.3 · 10m: 8.4
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-1,297 metal / 5 min7.7
    5mMetal income4,134 metal / 5 min65.6
    5mEnergy income40,532 energy / 5 min20.8
    5mMilitary construction2,933 metal / 5 min76.9
    10mNet combat exchange-5,420 metal / 5 min0.7
    10mMetal income3,945 metal / 5 min18.7
    10mEnergy income50,887 energy / 5 min9.7
    10mMilitary construction2,445 metal / 5 min18.9
  • Typical measured game ↗ · 21 Sep 2026 · Won
    Game index 58.8 · 5m: 56.0 · 10m: 61.7
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-13 metal / 5 min48.1
    5mMetal income3,777 metal / 5 min35.0
    5mEnergy income43,814 energy / 5 min32.2
    5mMilitary construction3,458 metal / 5 min90.7
    10mNet combat exchange1,593 metal / 5 min82.5
    10mMetal income4,177 metal / 5 min23.1
    10mEnergy income66,830 energy / 5 min24.7
    10mMilitary construction3,250 metal / 5 min46.5
11OVERALL #11PlatinumBlonde12 scored games · 6 playing dates53.2Overall indexNet combat exchange 45Metal income 64Energy income 56Military construction 64Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange45.0

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 55% · complete data in 100.0% of scored games

Metal income64.1

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 15% · complete data in 100.0% of scored games

Energy income55.6

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 5% · complete data in 100.0% of scored games

Military construction63.9

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange45.055%24.8
Metal income64.115%9.6
Energy income55.65%2.8
Military construction63.925%16.0

Before the evidence adjustment: 55.8. Keep 54.5% of that result and 45.5% of the typical value, 50: 55.8 × 0.545 + 50 × 0.455 = 53.2. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
48.3–59.7
Eligible-game coverage
100.0%
Scored games
12
Playing dates
6

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes53.912 measured games
Mid · 10–20 minutes62.06 measured games
Late · 20–30 minutes68.63 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: not enough comparable games in both periods.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces92.0%100.0%
5mNearby cover of threatened allied assets49.2 metal100.0%
5mEnemy force near the starting area366.9 metal100.0%
10mArmy near recorded enemy forces81.9%58.3%
10mNearby cover of threatened allied assets110.6 metal66.7%
10mEnemy force near the starting area401.2 metal66.7%
15mArmy near recorded enemy forces85.5%41.7%
15mNearby cover of threatened allied assets227.8 metal50.0%
15mEnemy force near the starting area506.0 metal50.0%
20mArmy near recorded enemy forces87.5%33.3%
20mNearby cover of threatened allied assets168.8 metal41.7%
20mEnemy force near the starting area662.0 metal41.7%

Units given to allies at 5 minutes: 5 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 20 Sep 2026 · Won
    Game index 89.6 · 5m: 95.4 · 10m: 79.6 · 15m: 91.7 · 20m: 85.7 · 25m: 92.7
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange3,874 metal / 5 min99.4
    5mMetal income5,081 metal / 5 min94.8
    5mEnergy income45,258 energy / 5 min34.1
    5mMilitary construction3,613 metal / 5 min99.4
    10mNet combat exchange890 metal / 5 min75.2
    10mMetal income8,003 metal / 5 min93.8
    10mEnergy income120,331 energy / 5 min79.5
    10mMilitary construction4,354 metal / 5 min80.8
    15mNet combat exchange2,959 metal / 5 min87.1
    15mMetal income21,011 metal / 5 min98.2
    15mEnergy income297,014 energy / 5 min94.0
    15mMilitary construction7,949 metal / 5 min97.4
    20mNet combat exchange2,111 metal / 5 min76.9
    20mMetal income26,692 metal / 5 min95.3
    20mEnergy income617,563 energy / 5 min87.1
    20mMilitary construction17,700 metal / 5 min99.0
    25mNet combat exchange8,056 metal / 5 min92.3
    25mMetal income34,038 metal / 5 min88.9
    25mEnergy income794,888 energy / 5 min84.6
    25mMilitary construction21,742 metal / 5 min97.4
  • Weaker measured game ↗ · 21 Sep 2026 · Won
    Game index 25.3 · 5m: 37.0 · 10m: 17.4 · 15m: 23.4
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-609 metal / 5 min18.8
    5mMetal income3,868 metal / 5 min46.7
    5mEnergy income49,564 energy / 5 min70.0
    5mMilitary construction2,562 metal / 5 min64.6
    10mNet combat exchange-1,958 metal / 5 min24.2
    10mMetal income3,222 metal / 5 min14.2
    10mEnergy income55,471 energy / 5 min16.1
    10mMilitary construction1,529 metal / 5 min4.5
    15mNet combat exchange-3,048 metal / 5 min20.7
    15mMetal income6,688 metal / 5 min46.0
    15mEnergy income99,758 energy / 5 min25.0
    15mMilitary construction1,125 metal / 5 min15.6
  • Typical measured game ↗ · 15 Sep 2026 · Lost
    Game index 52.1 · 5m: 52.1
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-147 metal / 5 min38.2
    5mMetal income4,476 metal / 5 min84.9
    5mEnergy income45,826 energy / 5 min42.0
    5mMilitary construction2,981 metal / 5 min65.1
12OVERALL #12PrivatePershing13 scored games · 6 playing dates53.0Overall indexNet combat exchange 51Metal income 56Energy income 55Military construction 56Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange50.8

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 55% · complete data in 100.0% of scored games

Metal income55.8

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 15% · complete data in 100.0% of scored games

Energy income55.2

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 5% · complete data in 100.0% of scored games

Military construction55.6

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange50.855%27.9
Metal income55.815%8.4
Energy income55.25%2.8
Military construction55.625%13.9

Before the evidence adjustment: 55.4. Keep 54.5% of that result and 45.5% of the typical value, 50: 55.4 × 0.545 + 50 × 0.455 = 53.0. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
50.3–55.8
Eligible-game coverage
81.2%
Scored games
13
Playing dates
6

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes57.413 measured games
Mid · 10–20 minutes44.59 measured games
Late · 20–30 minutes59.25 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: No clear change. Observed change +1.4 points. Recent 56.2 versus earlier 54.8; the periods split at 20 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -17.2–7.9 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces87.9%100.0%
5mNearby cover of threatened allied assets29.3 metal100.0%
5mEnemy force near the starting area690.6 metal100.0%
10mArmy near recorded enemy forces91.6%84.6%
10mNearby cover of threatened allied assets44.1 metal84.6%
10mEnemy force near the starting area900.9 metal84.6%
15mArmy near recorded enemy forces99.8%38.5%
15mNearby cover of threatened allied assets75.2 metal69.2%
15mEnemy force near the starting area1,582.8 metal69.2%
20mArmy near recorded enemy forces100.0%46.2%
20mNearby cover of threatened allied assets285.4 metal61.5%
20mEnemy force near the starting area876.6 metal61.5%

Units given to allies at 5 minutes: 6 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 16 Sep 2026 · Won
    Game index 75.6 · 5m: 84.5 · 10m: 66.7
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange846 metal / 5 min82.7
    5mMetal income4,501 metal / 5 min90.4
    5mEnergy income44,918 energy / 5 min38.5
    5mMilitary construction3,320 metal / 5 min94.2
    10mNet combat exchange-259 metal / 5 min48.0
    10mMetal income7,703 metal / 5 min92.0
    10mEnergy income76,230 energy / 5 min40.0
    10mMilitary construction7,890 metal / 5 min98.0
  • Weaker measured game ↗ · 17 Sep 2026 · Lost
    Game index 44.9 · 5m: 66.2 · 10m: 41.6 · 15m: 41.6 · 20m: 34.3 · 25m: 42.9
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange120 metal / 5 min58.6
    5mMetal income4,387 metal / 5 min74.2
    5mEnergy income55,014 energy / 5 min81.3
    5mMilitary construction2,800 metal / 5 min75.1
    10mNet combat exchange-3,125 metal / 5 min14.3
    10mMetal income6,897 metal / 5 min81.0
    10mEnergy income124,042 energy / 5 min83.3
    10mMilitary construction4,067 metal / 5 min69.7
    15mNet combat exchange-5,566 metal / 5 min4.6
    15mMetal income17,070 metal / 5 min95.1
    15mEnergy income462,538 energy / 5 min99.3
    15mMilitary construction4,878 metal / 5 min79.2
    20mNet combat exchange-6,075 metal / 5 min8.8
    20mMetal income20,910 metal / 5 min94.1
    20mEnergy income736,160 energy / 5 min97.1
    20mMilitary construction3,301 metal / 5 min41.7
    25mNet combat exchange-1,213 metal / 5 min31.0
    25mMetal income23,330 metal / 5 min88.8
    25mEnergy income1,162,411 energy / 5 min96.9
    25mMilitary construction2,074 metal / 5 min30.8
  • Typical measured game ↗ · 20 Sep 2026 · Lost
    Game index 53.3 · 5m: 53.3
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-127 metal / 5 min41.0
    5mMetal income3,896 metal / 5 min44.0
    5mEnergy income48,135 energy / 5 min51.5
    5mMilitary construction3,193 metal / 5 min86.5
13OVERALL #13[crd]sisa15 scored games · 5 playing dates52.3Overall indexNet combat exchange 52Metal income 56Energy income 58Military construction 50Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange51.7

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 55% · complete data in 100.0% of scored games

Metal income55.8

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 15% · complete data in 100.0% of scored games

Energy income58.1

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 5% · complete data in 100.0% of scored games

Military construction50.4

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange51.755%28.4
Metal income55.815%8.4
Energy income58.15%2.9
Military construction50.425%12.6

Before the evidence adjustment: 54.6. Keep 50.0% of that result and 50.0% of the typical value, 50: 54.6 × 0.500 + 50 × 0.500 = 52.3. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
50.0–56.4
Eligible-game coverage
100.0%
Scored games
15
Playing dates
5

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes49.515 measured games
Mid · 10–20 minutes63.511 measured games
Late · 20–30 minutes61.08 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: not enough comparable games in both periods.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces94.4%100.0%
5mNearby cover of threatened allied assets29.2 metal100.0%
5mEnemy force near the starting area456.1 metal100.0%
10mArmy near recorded enemy forces96.4%86.7%
10mNearby cover of threatened allied assets109.2 metal93.3%
10mEnemy force near the starting area1,685.4 metal93.3%
15mArmy near recorded enemy forces76.3%60.0%
15mNearby cover of threatened allied assets253.1 metal73.3%
15mEnemy force near the starting area1,069.0 metal73.3%
20mArmy near recorded enemy forces90.4%46.7%
20mNearby cover of threatened allied assets505.3 metal53.3%
20mEnemy force near the starting area1,865.9 metal53.3%

Units given to allies at 5 minutes: 0 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 19 Sep 2026 · Won
    Game index 76.9 · 5m: 88.1 · 10m: 73.3 · 15m: 99.8 · 20m: 95.7 · 25m: 38.3 · 30m: 66.0
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange999 metal / 5 min90.5
    5mMetal income4,191 metal / 5 min70.8
    5mEnergy income50,250 energy / 5 min63.6
    5mMilitary construction3,559 metal / 5 min98.0
    10mNet combat exchange2,228 metal / 5 min90.9
    10mMetal income9,936 metal / 5 min99.0
    10mEnergy income194,012 energy / 5 min99.0
    10mMilitary construction1,827 metal / 5 min13.8
    15mNet combat exchange11,702 metal / 5 min100.0
    15mMetal income21,127 metal / 5 min99.1
    15mEnergy income465,425 energy / 5 min99.2
    15mMilitary construction13,306 metal / 5 min100.0
    20mNet combat exchange10,135 metal / 5 min98.9
    20mMetal income20,175 metal / 5 min84.8
    20mEnergy income463,737 energy / 5 min81.2
    20mMilitary construction18,069 metal / 5 min98.1
    25mNet combat exchange-9,447 metal / 5 min7.3
    25mMetal income21,865 metal / 5 min74.7
    25mEnergy income342,359 energy / 5 min34.8
    25mMilitary construction14,255 metal / 5 min85.3
    30mNet combat exchange1,745 metal / 5 min69.9
    30mMetal income23,952 metal / 5 min68.1
    30mEnergy income340,841 energy / 5 min29.3
    30mMilitary construction9,672 metal / 5 min63.4
  • Weaker measured game ↗ · 20 Sep 2026 · Lost
    Game index 26.5 · 5m: 26.5
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-2,492 metal / 5 min5.0
    5mMetal income3,867 metal / 5 min62.8
    5mEnergy income50,726 energy / 5 min61.9
    5mMilitary construction2,538 metal / 5 min44.7
  • Typical measured game ↗ · 19 Sep 2026 · Lost
    Game index 51.1 · 5m: 70.7 · 10m: 25.7 · 15m: 53.9
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange178 metal / 5 min66.3
    5mMetal income4,154 metal / 5 min67.3
    5mEnergy income45,613 energy / 5 min42.1
    5mMilitary construction3,082 metal / 5 min88.0
    10mNet combat exchange-4,525 metal / 5 min4.1
    10mMetal income4,339 metal / 5 min33.1
    10mEnergy income104,349 energy / 5 min67.0
    10mMilitary construction3,582 metal / 5 min60.5
    15mNet combat exchange44 metal / 5 min63.8
    15mMetal income7,095 metal / 5 min40.1
    15mEnergy income222,728 energy / 5 min83.6
    15mMilitary construction2,538 metal / 5 min34.6
14OVERALL #14_[BOBO]_13 scored games · 6 playing dates52.2Overall indexNet combat exchange 48Metal income 59Energy income 61Military construction 55Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange48.3

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 55% · complete data in 100.0% of scored games

Metal income59.4

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 15% · complete data in 100.0% of scored games

Energy income61.4

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 5% · complete data in 100.0% of scored games

Military construction54.7

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange48.355%26.5
Metal income59.415%8.9
Energy income61.45%3.1
Military construction54.725%13.7

Before the evidence adjustment: 54.0. Keep 54.5% of that result and 45.5% of the typical value, 50: 54.0 × 0.545 + 50 × 0.455 = 52.2. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
48.0–57.2
Eligible-game coverage
81.2%
Scored games
13
Playing dates
6

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes58.113 measured games
Mid · 10–20 minutes56.78 measured games
Late · 20–30 minutes59.27 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: No clear change. Observed change +0.9 points. Recent 54.4 versus earlier 53.5; the periods split at 19 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -19.0–29.5 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces96.0%92.3%
5mNearby cover of threatened allied assets30.1 metal100.0%
5mEnemy force near the starting area225.4 metal100.0%
10mArmy near recorded enemy forces82.5%76.9%
10mNearby cover of threatened allied assets70.8 metal76.9%
10mEnemy force near the starting area100.0 metal76.9%
15mArmy near recorded enemy forces63.4%46.2%
15mNearby cover of threatened allied assets245.0 metal61.5%
15mEnemy force near the starting area360.0 metal61.5%
20mArmy near recorded enemy forces78.2%53.8%
20mNearby cover of threatened allied assets779.3 metal61.5%
20mEnemy force near the starting area2,220.1 metal61.5%

Units given to allies at 5 minutes: 409 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 17 Sep 2026 · Won
    Game index 80.2 · 5m: 72.0 · 10m: 79.9 · 15m: 95.3 · 20m: 96.7 · 25m: 90.5 · 30m: 47.1
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange426 metal / 5 min75.7
    5mMetal income5,154 metal / 5 min96.1
    5mEnergy income46,395 energy / 5 min46.1
    5mMilitary construction2,545 metal / 5 min54.8
    10mNet combat exchange5,861 metal / 5 min99.0
    10mMetal income6,550 metal / 5 min76.2
    10mEnergy income151,740 energy / 5 min93.0
    10mMilitary construction2,968 metal / 5 min37.4
    15mNet combat exchange5,851 metal / 5 min98.1
    15mMetal income15,710 metal / 5 min92.7
    15mEnergy income544,729 energy / 5 min99.7
    15mMilitary construction6,989 metal / 5 min89.8
    20mNet combat exchange6,750 metal / 5 min94.8
    20mMetal income31,327 metal / 5 min98.3
    20mEnergy income1,095,441 energy / 5 min98.9
    20mMilitary construction21,120 metal / 5 min99.4
    25mNet combat exchange8,171 metal / 5 min92.7
    25mMetal income40,378 metal / 5 min97.6
    25mEnergy income2,318,817 energy / 5 min99.0
    25mMilitary construction13,432 metal / 5 min79.8
    30mNet combat exchange-10,778 metal / 5 min7.8
    30mMetal income49,216 metal / 5 min92.7
    30mEnergy income3,508,262 energy / 5 min96.1
    30mMilitary construction26,329 metal / 5 min96.3
  • Weaker measured game ↗ · 20 Sep 2026 · Lost
    Game index 16.3 · 5m: 16.3
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-344 metal / 5 min28.0
    5mMetal income2,106 metal / 5 min2.3
    5mEnergy income25,275 energy / 5 min0.0
    5mMilitary construction1,244 metal / 5 min2.3
  • Typical measured game ↗ · 17 Sep 2026 · Won
    Game index 53.0 · 5m: 85.2 · 10m: 69.4 · 15m: 15.9 · 20m: 49.8 · 25m: 55.2 · 30m: 42.8
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange1,129 metal / 5 min89.3
    5mMetal income4,079 metal / 5 min60.8
    5mEnergy income52,478 energy / 5 min71.7
    5mMilitary construction3,296 metal / 5 min93.5
    10mNet combat exchange1,303 metal / 5 min78.2
    10mMetal income6,773 metal / 5 min80.9
    10mEnergy income122,335 energy / 5 min77.5
    10mMilitary construction3,015 metal / 5 min41.4
    15mNet combat exchange-8,649 metal / 5 min0.9
    15mMetal income8,251 metal / 5 min50.5
    15mEnergy income245,929 energy / 5 min83.3
    15mMilitary construction625 metal / 5 min14.7
    20mNet combat exchange-1,826 metal / 5 min25.3
    20mMetal income16,187 metal / 5 min71.4
    20mEnergy income433,029 energy / 5 min78.0
    20mMilitary construction10,352 metal / 5 min85.0
    25mNet combat exchange-1,654 metal / 5 min27.1
    25mMetal income25,941 metal / 5 min85.5
    25mEnergy income858,548 energy / 5 min85.7
    25mMilitary construction16,791 metal / 5 min92.9
    30mNet combat exchange-7,250 metal / 5 min20.2
    30mMetal income24,666 metal / 5 min69.4
    30mEnergy income1,227,462 energy / 5 min76.7
    30mMilitary construction12,607 metal / 5 min69.6

Front (second)

Role-weighted performance · both map sides

OVERALL INDEX

5 qualifying players · OS above 30 · open a player to explore the calculation and evidence.

OVERALL #1haaven13 scored games · 7 playing dates61.3Overall indexNet combat exchange 59Metal income 71Energy income 65Military construction 58Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange58.8

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 50% · complete data in 100.0% of scored games

Metal income70.7

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 20% · complete data in 100.0% of scored games

Energy income65.3

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 5% · complete data in 100.0% of scored games

Military construction57.8

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange58.850%29.4
Metal income70.720%14.1
Energy income65.35%3.3
Military construction57.825%14.5

Before the evidence adjustment: 69.3. Keep 58.3% of that result and 41.7% of the typical value, 50: 69.3 × 0.583 + 50 × 0.417 = 61.3. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
56.7–64.6
Eligible-game coverage
100.0%
Scored games
13
Playing dates
7

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes68.813 measured games
Mid · 10–20 minutes69.810 measured games
Late · 20–30 minutes65.63 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: No clear change. Observed change +0.8 points. Recent 69.6 versus earlier 68.8; the periods split at 19 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -13.2–14.6 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces86.7%100.0%
5mNearby cover of threatened allied assets146.9 metal100.0%
5mEnemy force near the starting area28.8 metal100.0%
10mArmy near recorded enemy forces93.8%92.3%
10mNearby cover of threatened allied assets201.8 metal92.3%
10mEnemy force near the starting area191.8 metal92.3%
15mArmy near recorded enemy forces68.1%76.9%
15mNearby cover of threatened allied assets245.9 metal76.9%
15mEnemy force near the starting area241.0 metal76.9%
20mArmy near recorded enemy forces58.8%30.8%
20mNearby cover of threatened allied assets173.1 metal46.2%
20mEnemy force near the starting area946.7 metal46.2%

Units given to allies at 5 minutes: 245 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 21 Sep 2026 · Won
    Game index 85.9 · 5m: 80.3 · 10m: 91.5
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange724 metal / 5 min80.5
    5mMetal income4,165 metal / 5 min84.5
    5mEnergy income62,275 energy / 5 min94.4
    5mMilitary construction2,522 metal / 5 min73.7
    10mNet combat exchange5,352 metal / 5 min98.6
    10mMetal income8,556 metal / 5 min89.8
    10mEnergy income185,733 energy / 5 min94.4
    10mMilitary construction4,465 metal / 5 min77.9
  • Weaker measured game ↗ · 19 Sep 2026 · Lost
    Game index 52.1 · 5m: 78.2 · 10m: 60.5 · 15m: 49.3 · 20m: 20.4
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange413 metal / 5 min77.3
    5mMetal income4,007 metal / 5 min73.1
    5mEnergy income44,042 energy / 5 min34.8
    5mMilitary construction3,046 metal / 5 min92.6
    10mNet combat exchange-950 metal / 5 min37.6
    10mMetal income7,418 metal / 5 min84.6
    10mEnergy income108,693 energy / 5 min62.0
    10mMilitary construction4,878 metal / 5 min86.6
    15mNet combat exchange-3,562 metal / 5 min14.4
    15mMetal income14,292 metal / 5 min82.3
    15mEnergy income227,781 energy / 5 min75.0
    15mMilitary construction6,919 metal / 5 min87.4
    20mNet combat exchange-8,107 metal / 5 min6.2
    20mMetal income13,085 metal / 5 min39.4
    20mEnergy income305,699 energy / 5 min50.9
    20mMilitary construction3,565 metal / 5 min27.6
  • Typical measured game ↗ · 15 Sep 2026 · Won
    Game index 69.3 · 5m: 70.6 · 10m: 46.9 · 15m: 69.7 · 20m: 90.2
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange1,020 metal / 5 min93.1
    5mMetal income3,175 metal / 5 min18.9
    5mEnergy income39,753 energy / 5 min17.9
    5mMilitary construction2,682 metal / 5 min77.5
    10mNet combat exchange240 metal / 5 min62.3
    10mMetal income6,387 metal / 5 min63.3
    10mEnergy income78,136 energy / 5 min31.9
    10mMilitary construction1,795 metal / 5 min5.9
    15mNet combat exchange-824 metal / 5 min51.6
    15mMetal income17,255 metal / 5 min93.8
    15mEnergy income241,738 energy / 5 min77.7
    15mMilitary construction6,501 metal / 5 min84.8
    20mNet combat exchange3,771 metal / 5 min88.6
    20mMetal income30,530 metal / 5 min98.9
    20mEnergy income658,239 energy / 5 min89.3
    20mMilitary construction11,471 metal / 5 min86.6
OVERALL #2Hummell23 scored games · 8 playing dates59.3Overall indexNet combat exchange 59Metal income 61Energy income 56Military construction 59Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange58.9

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 50% · complete data in 100.0% of scored games

Metal income61.1

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 20% · complete data in 100.0% of scored games

Energy income56.3

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 5% · complete data in 100.0% of scored games

Military construction59.2

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange58.950%29.5
Metal income61.120%12.2
Energy income56.35%2.8
Military construction59.225%14.8

Before the evidence adjustment: 65.1. Keep 61.5% of that result and 38.5% of the typical value, 50: 65.1 × 0.615 + 50 × 0.385 = 59.3. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
54.8–63.9
Eligible-game coverage
88.5%
Scored games
23
Playing dates
8

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes63.423 measured games
Mid · 10–20 minutes59.015 measured games
Late · 20–30 minutes73.05 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: No clear change. Observed change -8.2 points. Recent 62.9 versus earlier 71.2; the periods split at 19 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -23.0–2.2 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces82.0%100.0%
5mNearby cover of threatened allied assets126.7 metal100.0%
5mEnemy force near the starting area128.7 metal100.0%
10mArmy near recorded enemy forces72.5%69.6%
10mNearby cover of threatened allied assets133.3 metal73.9%
10mEnemy force near the starting area96.8 metal73.9%
15mArmy near recorded enemy forces71.9%56.5%
15mNearby cover of threatened allied assets437.4 metal65.2%
15mEnemy force near the starting area826.9 metal65.2%
20mArmy near recorded enemy forces55.6%39.1%
20mNearby cover of threatened allied assets932.1 metal43.5%
20mEnemy force near the starting area2,508.1 metal43.5%

Units given to allies at 5 minutes: 34 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 21 Sep 2026 · Won
    Game index 93.3 · 5m: 93.3
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange3,071 metal / 5 min99.0
    5mMetal income4,599 metal / 5 min97.4
    5mEnergy income46,541 energy / 5 min47.0
    5mMilitary construction2,973 metal / 5 min87.9
  • Weaker measured game ↗ · 20 Sep 2026 · Lost
    Game index 26.0 · 5m: 18.0 · 10m: 42.9 · 15m: 3.4 · 20m: 39.9
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-1,768 metal / 5 min7.1
    5mMetal income3,119 metal / 5 min11.1
    5mEnergy income48,038 energy / 5 min50.7
    5mMilitary construction2,275 metal / 5 min38.5
    10mNet combat exchange1,366 metal / 5 min76.9
    10mMetal income4,224 metal / 5 min9.6
    10mEnergy income52,320 energy / 5 min9.6
    10mMilitary construction2,145 metal / 5 min8.3
    15mNet combat exchange-5,695 metal / 5 min0.9
    15mMetal income4,393 metal / 5 min9.6
    15mEnergy income31,897 energy / 5 min0.0
    15mMilitary construction960 metal / 5 min4.1
    20mNet combat exchange985 metal / 5 min72.1
    20mMetal income2,384 metal / 5 min4.8
    20mEnergy income28,951 energy / 5 min3.8
    20mMilitary construction2,271 metal / 5 min10.6
  • Typical measured game ↗ · 17 Sep 2026 · Lost
    Game index 67.1 · 5m: 61.4 · 10m: 62.9 · 15m: 72.0
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-57 metal / 5 min48.4
    5mMetal income3,855 metal / 5 min60.7
    5mEnergy income48,011 energy / 5 min53.8
    5mMilitary construction2,843 metal / 5 min89.4
    10mNet combat exchange1,042 metal / 5 min74.8
    10mMetal income5,988 metal / 5 min51.8
    10mEnergy income129,430 energy / 5 min77.2
    10mMilitary construction3,169 metal / 5 min45.3
    15mNet combat exchange-356 metal / 5 min62.5
    15mMetal income18,262 metal / 5 min94.6
    15mEnergy income754,923 energy / 5 min99.8
    15mMilitary construction5,133 metal / 5 min67.2
OVERALL #3Xad10 scored games · 6 playing dates56.8Overall indexNet combat exchange 55Metal income 59Energy income 53Military construction 59Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange55.0

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 50% · complete data in 100.0% of scored games

Metal income59.4

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 20% · complete data in 100.0% of scored games

Energy income53.1

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 5% · complete data in 100.0% of scored games

Military construction59.1

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange55.050%27.5
Metal income59.420%11.9
Energy income53.15%2.7
Military construction59.125%14.8

Before the evidence adjustment: 62.5. Keep 54.5% of that result and 45.5% of the typical value, 50: 62.5 × 0.545 + 50 × 0.455 = 56.8. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
53.8–58.9
Eligible-game coverage
83.3%
Scored games
10
Playing dates
6

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes61.710 measured games
Mid · 10–20 minutes60.78 measured games
Late · 20–30 minutes70.13 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: not enough comparable games in both periods.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces79.0%100.0%
5mNearby cover of threatened allied assets65.3 metal100.0%
5mEnemy force near the starting area0.0 metal100.0%
10mArmy near recorded enemy forces92.1%100.0%
10mNearby cover of threatened allied assets205.6 metal100.0%
10mEnemy force near the starting area21.0 metal100.0%
15mArmy near recorded enemy forces80.2%80.0%
15mNearby cover of threatened allied assets782.7 metal80.0%
15mEnemy force near the starting area567.5 metal80.0%
20mArmy near recorded enemy forces86.2%50.0%
20mNearby cover of threatened allied assets552.6 metal50.0%
20mEnemy force near the starting area0.0 metal50.0%

Units given to allies at 5 minutes: 0 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 17 Sep 2026 · Won
    Game index 74.1 · 5m: 82.3 · 10m: 69.3 · 15m: 72.5
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange812 metal / 5 min90.1
    5mMetal income5,453 metal / 5 min98.4
    5mEnergy income40,922 energy / 5 min25.0
    5mMilitary construction2,457 metal / 5 min65.2
    10mNet combat exchange577 metal / 5 min67.1
    10mMetal income7,271 metal / 5 min73.8
    10mEnergy income100,278 energy / 5 min52.8
    10mMilitary construction4,344 metal / 5 min73.3
    15mNet combat exchange620 metal / 5 min80.1
    15mMetal income18,553 metal / 5 min94.6
    15mEnergy income502,436 energy / 5 min99.6
    15mMilitary construction3,074 metal / 5 min33.9
  • Weaker measured game ↗ · 19 Sep 2026 · Lost
    Game index 49.0 · 5m: 42.3 · 10m: 28.5 · 15m: 62.7
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange221 metal / 5 min65.8
    5mMetal income2,893 metal / 5 min11.5
    5mEnergy income49,334 energy / 5 min61.7
    5mMilitary construction1,678 metal / 5 min16.0
    10mNet combat exchange-1,192 metal / 5 min33.0
    10mMetal income3,301 metal / 5 min4.0
    10mEnergy income50,516 energy / 5 min5.4
    10mMilitary construction3,268 metal / 5 min43.7
    15mNet combat exchange2,947 metal / 5 min93.9
    15mMetal income5,065 metal / 5 min10.5
    15mEnergy income47,227 energy / 5 min4.8
    15mMilitary construction4,031 metal / 5 min53.6
  • Typical measured game ↗ · 16 Sep 2026 · Won
    Game index 61.4 · 5m: 59.8 · 10m: 43.0 · 15m: 60.5 · 20m: 82.3
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-147 metal / 5 min41.0
    5mMetal income4,027 metal / 5 min73.0
    5mEnergy income47,833 energy / 5 min53.5
    5mMilitary construction2,811 metal / 5 min87.9
    10mNet combat exchange-547 metal / 5 min45.3
    10mMetal income5,308 metal / 5 min32.7
    10mEnergy income53,079 energy / 5 min7.7
    10mMilitary construction3,602 metal / 5 min53.6
    15mNet combat exchange2,040 metal / 5 min89.7
    15mMetal income7,218 metal / 5 min30.6
    15mEnergy income141,085 energy / 5 min35.6
    15mMilitary construction2,825 metal / 5 min31.3
    20mNet combat exchange3,473 metal / 5 min84.4
    20mMetal income19,274 metal / 5 min75.6
    20mEnergy income552,312 energy / 5 min89.5
    20mMilitary construction11,265 metal / 5 min82.0
4OVERALL #4El_Turco10 scored games · 5 playing dates53.6Overall indexNet combat exchange 54Metal income 57Energy income 60Military construction 49Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange53.8

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 50% · complete data in 100.0% of scored games

Metal income57.3

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 20% · complete data in 100.0% of scored games

Energy income60.0

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 5% · complete data in 100.0% of scored games

Military construction48.9

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange53.850%26.9
Metal income57.320%11.5
Energy income60.05%3.0
Military construction48.925%12.2

Before the evidence adjustment: 57.2. Keep 50.0% of that result and 50.0% of the typical value, 50: 57.2 × 0.500 + 50 × 0.500 = 53.6. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
45.7–59.5
Eligible-game coverage
100.0%
Scored games
10
Playing dates
5

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes54.010 measured games
Mid · 10–20 minutes57.37 measured games
Late · 20–30 minutes33.12 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: not enough comparable games in both periods.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces76.8%100.0%
5mNearby cover of threatened allied assets74.9 metal100.0%
5mEnemy force near the starting area48.0 metal100.0%
10mArmy near recorded enemy forces72.0%60.0%
10mNearby cover of threatened allied assets70.6 metal80.0%
10mEnemy force near the starting area125.5 metal80.0%
15mArmy near recorded enemy forces80.0%60.0%
15mNearby cover of threatened allied assets611.9 metal70.0%
15mEnemy force near the starting area1,294.1 metal70.0%
20mArmy near recorded enemy forces28.0%40.0%
20mNearby cover of threatened allied assets1,272.1 metal40.0%
20mEnemy force near the starting area1,618.2 metal40.0%

Units given to allies at 5 minutes: 270 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 17 Sep 2026 · Won
    Game index 79.8 · 5m: 79.8
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange868 metal / 5 min90.3
    5mMetal income4,036 metal / 5 min73.8
    5mEnergy income55,625 energy / 5 min81.9
    5mMilitary construction2,436 metal / 5 min63.1
  • Weaker measured game ↗ · 18 Sep 2026 · Lost
    Game index 32.4 · 5m: 16.1 · 10m: 27.9 · 15m: 31.6 · 20m: 31.8 · 25m: 43.5
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-2,678 metal / 5 min1.8
    5mMetal income3,013 metal / 5 min15.2
    5mEnergy income42,845 energy / 5 min31.6
    5mMilitary construction2,140 metal / 5 min42.3
    10mNet combat exchange-1,190 metal / 5 min30.6
    10mMetal income3,360 metal / 5 min6.0
    10mEnergy income40,109 energy / 5 min1.6
    10mMilitary construction3,170 metal / 5 min45.1
    15mNet combat exchange-600 metal / 5 min56.5
    15mMetal income4,538 metal / 5 min8.3
    15mEnergy income83,624 energy / 5 min10.4
    15mMilitary construction393 metal / 5 min4.8
    20mNet combat exchange-446 metal / 5 min51.4
    20mMetal income7,054 metal / 5 min14.8
    20mEnergy income156,291 energy / 5 min21.5
    20mMilitary construction455 metal / 5 min8.4
    25mNet combat exchange-1,108 metal / 5 min41.1
    25mMetal income20,749 metal / 5 min68.7
    25mEnergy income769,235 energy / 5 min75.5
    25mMilitary construction3,931 metal / 5 min22.0
  • Typical measured game ↗ · 17 Sep 2026 · Lost
    Game index 58.8 · 5m: 38.8 · 10m: 33.7 · 15m: 91.2 · 20m: 71.7
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-719 metal / 5 min11.3
    5mMetal income3,954 metal / 5 min66.9
    5mEnergy income47,393 energy / 5 min52.1
    5mMilitary construction2,527 metal / 5 min68.6
    10mNet combat exchange-1,568 metal / 5 min22.9
    10mMetal income7,741 metal / 5 min80.4
    10mEnergy income257,391 energy / 5 min100.0
    10mMilitary construction1,266 metal / 5 min4.8
    15mNet combat exchange876 metal / 5 min82.6
    15mMetal income30,272 metal / 5 min100.0
    15mEnergy income1,060,576 energy / 5 min100.0
    15mMilitary construction12,091 metal / 5 min99.7
    20mNet combat exchange-889 metal / 5 min47.2
    20mMetal income38,945 metal / 5 min100.0
    20mEnergy income1,177,247 energy / 5 min99.2
    20mMilitary construction14,150 metal / 5 min92.5
5OVERALL #5CentientWaffle18 scored games · 5 playing dates50.7Overall indexNet combat exchange 51Metal income 56Energy income 50Military construction 45Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange51.4

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 50% · complete data in 100.0% of scored games

Metal income56.2

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 20% · complete data in 100.0% of scored games

Energy income49.8

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 5% · complete data in 100.0% of scored games

Military construction45.1

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange51.450%25.7
Metal income56.220%11.2
Energy income49.85%2.5
Military construction45.125%11.3

Before the evidence adjustment: 51.4. Keep 50.0% of that result and 50.0% of the typical value, 50: 51.4 × 0.500 + 50 × 0.500 = 50.7. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
47.9–56.5
Eligible-game coverage
94.7%
Scored games
18
Playing dates
5

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes53.118 measured games
Mid · 10–20 minutes63.68 measured games
Late · 20–30 minutes32.74 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: not enough comparable games in both periods.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces87.1%88.9%
5mNearby cover of threatened allied assets83.0 metal100.0%
5mEnemy force near the starting area51.8 metal100.0%
10mArmy near recorded enemy forces99.0%77.8%
10mNearby cover of threatened allied assets207.4 metal83.3%
10mEnemy force near the starting area894.5 metal83.3%
15mArmy near recorded enemy forces84.0%38.9%
15mNearby cover of threatened allied assets408.7 metal44.4%
15mEnemy force near the starting area1,088.9 metal44.4%
20mArmy near recorded enemy forces48.1%11.1%
20mNearby cover of threatened allied assets901.3 metal27.8%
20mEnemy force near the starting area2,704.8 metal27.8%

Units given to allies at 5 minutes: 617 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 19 Sep 2026 · Won
    Game index 79.1 · 5m: 57.3 · 10m: 70.4 · 15m: 94.3
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-84 metal / 5 min45.1
    5mMetal income3,756 metal / 5 min54.4
    5mEnergy income41,662 energy / 5 min23.2
    5mMilitary construction2,967 metal / 5 min90.8
    10mNet combat exchange2,594 metal / 5 min89.3
    10mMetal income10,603 metal / 5 min98.4
    10mEnergy income121,806 energy / 5 min73.4
    10mMilitary construction1,986 metal / 5 min9.3
    15mNet combat exchange3,176 metal / 5 min95.5
    15mMetal income18,515 metal / 5 min96.8
    15mEnergy income361,914 energy / 5 min93.5
    15mMilitary construction7,304 metal / 5 min90.1
  • Weaker measured game ↗ · 20 Sep 2026 · Lost
    Game index 25.5 · 5m: 25.5
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-1,370 metal / 5 min5.7
    5mMetal income3,739 metal / 5 min49.6
    5mEnergy income39,972 energy / 5 min23.1
    5mMilitary construction2,318 metal / 5 min46.2
  • Typical measured game ↗ · 21 Sep 2026 · Won
    Game index 54.3 · 5m: 33.5 · 10m: 42.7 · 15m: 70.5
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-958 metal / 5 min12.4
    5mMetal income3,592 metal / 5 min32.4
    5mEnergy income49,586 energy / 5 min71.1
    5mMilitary construction2,484 metal / 5 min69.1
    10mNet combat exchange256 metal / 5 min64.1
    10mMetal income4,803 metal / 5 min25.8
    10mEnergy income73,199 energy / 5 min17.8
    10mMilitary construction2,342 metal / 5 min18.3
    15mNet combat exchange3,058 metal / 5 min87.1
    15mMetal income15,174 metal / 5 min81.1
    15mEnergy income265,622 energy / 5 min81.8
    15mMilitary construction2,471 metal / 5 min26.5

Geo tech

Role-weighted performance · both map sides

OVERALL INDEX

5 qualifying players · OS above 30 · open a player to explore the calculation and evidence.

OVERALL #1[Crd]VOLT16 scored games · 7 playing dates60.4Overall indexNet combat exchange 54Metal income 65Energy income 65Military construction 55Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange54.0

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 20% · complete data in 100.0% of scored games

Metal income65.4

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 45% · complete data in 100.0% of scored games

Energy income64.5

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction54.8

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange54.020%10.8
Metal income65.445%29.4
Energy income64.510%6.5
Military construction54.825%13.7

Before the evidence adjustment: 67.8. Keep 58.3% of that result and 41.7% of the typical value, 50: 67.8 × 0.583 + 50 × 0.417 = 60.4. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
55.8–64.8
Eligible-game coverage
72.7%
Scored games
16
Playing dates
7

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes75.916 measured games
Mid · 10–20 minutes58.210 measured games
Late · 20–30 minutes43.45 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: No clear change. Observed change +7.4 points. Recent 70.6 versus earlier 63.2; the periods split at 18 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -14.4–19.1 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forcesUnknown0.0%
5mNearby cover of threatened allied assets0.0 metal100.0%
5mEnemy force near the starting area0.0 metal100.0%
10mArmy near recorded enemy forces61.5%81.2%
10mNearby cover of threatened allied assets240.9 metal81.2%
10mEnemy force near the starting area71.2 metal81.2%
15mArmy near recorded enemy forces87.1%56.2%
15mNearby cover of threatened allied assets279.0 metal62.5%
15mEnemy force near the starting area366.7 metal62.5%
20mArmy near recorded enemy forces63.1%56.2%
20mNearby cover of threatened allied assets1,419.5 metal56.2%
20mEnemy force near the starting area1,563.3 metal56.2%

Units given to allies at 5 minutes: 291 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 20 Sep 2026 · Won
    Game index 92.5 · 5m: 92.5
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange110 metal / 5 min99.1
    5mMetal income4,432 metal / 5 min92.8
    5mEnergy income94,327 energy / 5 min92.1
    5mMilitary construction270 metal / 5 min86.8
  • Weaker measured game ↗ · 21 Sep 2026 · Won
    Game index 46.3 · 5m: 57.3 · 10m: 92.5 · 15m: 54.3 · 20m: 24.2 · 25m: 37.6 · 30m: 11.8
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-130 metal / 5 min2.5
    5mMetal income4,540 metal / 5 min93.4
    5mEnergy income85,662 energy / 5 min86.3
    5mMilitary construction0 metal / 5 min24.5
    10mNet combat exchange3,286 metal / 5 min98.5
    10mMetal income14,041 metal / 5 min92.6
    10mEnergy income240,898 energy / 5 min61.4
    10mMilitary construction7,190 metal / 5 min100.0
    15mNet combat exchange4,063 metal / 5 min78.1
    15mMetal income15,959 metal / 5 min67.5
    15mEnergy income584,734 energy / 5 min73.4
    15mMilitary construction1,115 metal / 5 min3.8
    20mNet combat exchange-1,765 metal / 5 min17.2
    20mMetal income14,036 metal / 5 min20.4
    20mEnergy income854,480 energy / 5 min63.5
    20mMilitary construction4,249 metal / 5 min20.9
    25mNet combat exchange-685 metal / 5 min38.8
    25mMetal income22,162 metal / 5 min44.2
    25mEnergy income1,624,328 energy / 5 min77.6
    25mMilitary construction2,655 metal / 5 min8.8
    30mNet combat exchange-19,745 metal / 5 min2.6
    30mMetal income13,194 metal / 5 min10.3
    30mEnergy income1,396,818 energy / 5 min47.4
    30mMilitary construction2,495 metal / 5 min7.7
  • Typical measured game ↗ · 20 Sep 2026 · Won
    Game index 67.7 · 5m: 55.0 · 10m: 71.7 · 15m: 77.1 · 20m: 67.0
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-130 metal / 5 min0.9
    5mMetal income3,892 metal / 5 min85.4
    5mEnergy income103,536 energy / 5 min97.4
    5mMilitary construction0 metal / 5 min26.8
    10mNet combat exchange790 metal / 5 min90.2
    10mMetal income12,890 metal / 5 min66.2
    10mEnergy income329,924 energy / 5 min66.8
    10mMilitary construction3,732 metal / 5 min68.8
    15mNet combat exchange19,761 metal / 5 min100.0
    15mMetal income17,391 metal / 5 min80.1
    15mEnergy income504,186 energy / 5 min54.5
    15mMilitary construction9,675 metal / 5 min62.5
    20mNet combat exchange16,442 metal / 5 min95.6
    20mMetal income18,243 metal / 5 min48.7
    20mEnergy income1,013,925 energy / 5 min84.0
    20mMilitary construction11,388 metal / 5 min70.2
OVERALL #2UsurpeR28 scored games · 8 playing dates57.9Overall indexNet combat exchange 46Metal income 65Energy income 53Military construction 56Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange45.8

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 20% · complete data in 100.0% of scored games

Metal income65.5

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 45% · complete data in 100.0% of scored games

Energy income52.8

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction55.9

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange45.820%9.2
Metal income65.545%29.5
Energy income52.810%5.3
Military construction55.925%14.0

Before the evidence adjustment: 62.8. Keep 61.5% of that result and 38.5% of the typical value, 50: 62.8 × 0.615 + 50 × 0.385 = 57.9. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
54.2–59.2
Eligible-game coverage
90.3%
Scored games
28
Playing dates
8

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes64.428 measured games
Mid · 10–20 minutes60.018 measured games
Late · 20–30 minutes65.611 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: No clear change. Observed change +3.5 points. Recent 64.5 versus earlier 61.1; the periods split at 19 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -2.3–15.3 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces26.4%50.0%
5mNearby cover of threatened allied assets20.9 metal100.0%
5mEnemy force near the starting area1.1 metal100.0%
10mArmy near recorded enemy forces43.1%57.1%
10mNearby cover of threatened allied assets387.1 metal85.7%
10mEnemy force near the starting area107.5 metal85.7%
15mArmy near recorded enemy forces66.7%50.0%
15mNearby cover of threatened allied assets563.3 metal64.3%
15mEnemy force near the starting area427.4 metal64.3%
20mArmy near recorded enemy forces61.2%46.4%
20mNearby cover of threatened allied assets1,277.8 metal57.1%
20mEnemy force near the starting area519.1 metal57.1%

Units given to allies at 5 minutes: 212 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 16 Sep 2026 · Lost
    Game index 86.6 · 5m: 83.9 · 10m: 89.3
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min52.0
    5mMetal income6,217 metal / 5 min99.1
    5mEnergy income85,165 energy / 5 min75.4
    5mMilitary construction478 metal / 5 min85.5
    10mNet combat exchange1,177 metal / 5 min91.4
    10mMetal income13,890 metal / 5 min94.0
    10mEnergy income219,559 energy / 5 min52.2
    10mMilitary construction5,093 metal / 5 min94.0
  • Weaker measured game ↗ · 20 Sep 2026 · Lost
    Game index 43.3 · 5m: 75.4 · 10m: 26.6 · 15m: 16.3 · 20m: 54.9
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange250 metal / 5 min100.0
    5mMetal income3,434 metal / 5 min65.6
    5mEnergy income52,399 energy / 5 min10.5
    5mMilitary construction1,357 metal / 5 min99.3
    10mNet combat exchange-1,142 metal / 5 min1.1
    10mMetal income5,879 metal / 5 min5.2
    10mEnergy income163,129 energy / 5 min21.5
    10mMilitary construction3,899 metal / 5 min87.4
    15mNet combat exchange-7,721 metal / 5 min0.0
    15mMetal income12,520 metal / 5 min29.2
    15mEnergy income223,445 energy / 5 min10.2
    15mMilitary construction3,104 metal / 5 min8.7
    20mNet combat exchange-3,995 metal / 5 min9.8
    20mMetal income22,253 metal / 5 min65.0
    20mEnergy income553,827 energy / 5 min41.9
    20mMilitary construction14,484 metal / 5 min78.2
  • Typical measured game ↗ · 19 Sep 2026 · Won
    Game index 62.0 · 5m: 62.0
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-50 metal / 5 min10.9
    5mMetal income4,344 metal / 5 min98.1
    5mEnergy income88,126 energy / 5 min84.6
    5mMilitary construction0 metal / 5 min28.8
OVERALL #3PongoPygmaeus24 scored games · 8 playing dates56.8Overall indexNet combat exchange 52Metal income 59Energy income 55Military construction 58Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange52.4

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 20% · complete data in 100.0% of scored games

Metal income58.6

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 45% · complete data in 100.0% of scored games

Energy income55.0

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction57.7

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange52.420%10.5
Metal income58.645%26.4
Energy income55.010%5.5
Military construction57.725%14.4

Before the evidence adjustment: 61.0. Keep 61.5% of that result and 38.5% of the typical value, 50: 61.0 × 0.615 + 50 × 0.385 = 56.8. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
53.6–58.7
Eligible-game coverage
92.3%
Scored games
24
Playing dates
8

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes61.924 measured games
Mid · 10–20 minutes58.915 measured games
Late · 20–30 minutes43.04 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: No clear change. Observed change +4.2 points. Recent 62.6 versus earlier 58.4; the periods split at 19 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -3.1–18.2 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces14.3%29.2%
5mNearby cover of threatened allied assets15.6 metal100.0%
5mEnemy force near the starting area0.0 metal100.0%
10mArmy near recorded enemy forces35.0%79.2%
10mNearby cover of threatened allied assets191.3 metal91.7%
10mEnemy force near the starting area166.8 metal91.7%
15mArmy near recorded enemy forces65.4%58.3%
15mNearby cover of threatened allied assets615.9 metal62.5%
15mEnemy force near the starting area291.2 metal62.5%
20mArmy near recorded enemy forces86.4%25.0%
20mNearby cover of threatened allied assets767.2 metal29.2%
20mEnemy force near the starting area277.1 metal29.2%

Units given to allies at 5 minutes: 208 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 21 Sep 2026 · Won
    Game index 72.7 · 5m: 51.3 · 10m: 69.8 · 15m: 84.7
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-21 metal / 5 min16.0
    5mMetal income3,724 metal / 5 min70.8
    5mEnergy income67,837 energy / 5 min37.9
    5mMilitary construction42 metal / 5 min49.8
    10mNet combat exchange-1,008 metal / 5 min1.9
    10mMetal income12,676 metal / 5 min80.9
    10mEnergy income345,362 energy / 5 min87.5
    10mMilitary construction5,587 metal / 5 min97.2
    15mNet combat exchange9,167 metal / 5 min96.9
    15mMetal income16,337 metal / 5 min75.3
    15mEnergy income539,777 energy / 5 min77.7
    15mMilitary construction14,052 metal / 5 min94.8
  • Weaker measured game ↗ · 18 Sep 2026 · Lost
    Game index 27.1 · 5m: 42.3 · 10m: 68.4 · 15m: 20.6 · 20m: 7.6 · 25m: 11.3 · 30m: 12.4
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange51 metal / 5 min93.3
    5mMetal income3,142 metal / 5 min30.5
    5mEnergy income70,050 energy / 5 min34.2
    5mMilitary construction0 metal / 5 min26.0
    10mNet combat exchange-535 metal / 5 min9.7
    10mMetal income12,845 metal / 5 min80.2
    10mEnergy income238,420 energy / 5 min53.8
    10mMilitary construction8,544 metal / 5 min100.0
    15mNet combat exchange-5,339 metal / 5 min4.0
    15mMetal income8,782 metal / 5 min8.0
    15mEnergy income265,888 energy / 5 min13.4
    15mMilitary construction8,650 metal / 5 min59.6
    20mNet combat exchange-1,036 metal / 5 min29.8
    20mMetal income1,497 metal / 5 min2.3
    20mEnergy income12,175 energy / 5 min1.8
    20mMilitary construction0 metal / 5 min1.9
    25mNet combat exchange0 metal / 5 min49.3
    25mMetal income0 metal / 5 min1.1
    25mEnergy income0 energy / 5 min1.1
    25mMilitary construction0 metal / 5 min3.3
    30mNet combat exchange0 metal / 5 min54.1
    30mMetal income0 metal / 5 min1.2
    30mEnergy income0 energy / 5 min1.2
    30mMilitary construction0 metal / 5 min3.8
  • Typical measured game ↗ · 19 Sep 2026 · Lost
    Game index 64.8 · 5m: 63.1 · 10m: 78.1 · 15m: 67.3 · 20m: 50.8
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange42 metal / 5 min91.4
    5mMetal income3,548 metal / 5 min54.5
    5mEnergy income66,143 energy / 5 min27.2
    5mMilitary construction162 metal / 5 min70.1
    10mNet combat exchange0 metal / 5 min47.5
    10mMetal income13,125 metal / 5 min83.0
    10mEnergy income340,259 energy / 5 min83.4
    10mMilitary construction5,157 metal / 5 min91.8
    15mNet combat exchange2,467 metal / 5 min61.5
    15mMetal income17,343 metal / 5 min76.7
    15mEnergy income610,333 energy / 5 min77.0
    15mMilitary construction7,850 metal / 5 min50.9
    20mNet combat exchange-3,032 metal / 5 min18.4
    20mMetal income18,080 metal / 5 min48.3
    20mEnergy income739,616 energy / 5 min52.6
    20mMilitary construction12,395 metal / 5 min80.7
4OVERALL #4Syphos11 scored games · 5 playing dates55.0Overall indexNet combat exchange 42Metal income 59Energy income 56Military construction 58Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange41.6

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 20% · complete data in 100.0% of scored games

Metal income59.1

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 45% · complete data in 100.0% of scored games

Energy income56.4

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction57.8

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange41.620%8.3
Metal income59.145%26.6
Energy income56.410%5.6
Military construction57.825%14.4

Before the evidence adjustment: 60.0. Keep 50.0% of that result and 50.0% of the typical value, 50: 60.0 × 0.500 + 50 × 0.500 = 55.0. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
50.5–57.1
Eligible-game coverage
91.7%
Scored games
11
Playing dates
5

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes75.811 measured games
Mid · 10–20 minutes38.37 measured games
Late · 20–30 minutes29.04 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: not enough comparable games in both periods.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces9.2%72.7%
5mNearby cover of threatened allied assets67.4 metal100.0%
5mEnemy force near the starting area0.0 metal100.0%
10mArmy near recorded enemy forces40.8%63.6%
10mNearby cover of threatened allied assets201.0 metal72.7%
10mEnemy force near the starting area0.0 metal72.7%
15mArmy near recorded enemy forces40.6%36.4%
15mNearby cover of threatened allied assets571.0 metal63.6%
15mEnemy force near the starting area437.1 metal63.6%
20mArmy near recorded enemy forces41.3%18.2%
20mNearby cover of threatened allied assets268.2 metal63.6%
20mEnemy force near the starting area715.9 metal63.6%

Units given to allies at 5 minutes: 355 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 21 Sep 2026 · Won
    Game index 86.6 · 5m: 86.6
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min50.0
    5mMetal income5,034 metal / 5 min96.7
    5mEnergy income90,966 energy / 5 min84.1
    5mMilitary construction1,196 metal / 5 min98.9
  • Weaker measured game ↗ · 17 Sep 2026 · Lost
    Game index 30.7 · 5m: 78.8 · 10m: 73.2 · 15m: 2.1 · 20m: 8.2 · 25m: 11.0
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min50.8
    5mMetal income4,004 metal / 5 min87.3
    5mEnergy income83,528 energy / 5 min67.8
    5mMilitary construction660 metal / 5 min90.2
    10mNet combat exchange-2,096 metal / 5 min1.5
    10mMetal income15,377 metal / 5 min98.4
    10mEnergy income299,765 energy / 5 min70.6
    10mMilitary construction4,656 metal / 5 min86.1
    15mNet combat exchange-2,685 metal / 5 min7.0
    15mMetal income1,010 metal / 5 min0.5
    15mEnergy income30,455 energy / 5 min0.5
    15mMilitary construction369 metal / 5 min1.6
    20mNet combat exchange0 metal / 5 min38.2
    20mMetal income0 metal / 5 min0.3
    20mEnergy income0 energy / 5 min0.4
    20mMilitary construction0 metal / 5 min1.5
    25mNet combat exchange0 metal / 5 min41.8
    25mMetal income0 metal / 5 min2.7
    25mEnergy income0 energy / 5 min2.7
    25mMilitary construction0 metal / 5 min4.8
  • Typical measured game ↗ · 16 Sep 2026 · Lost
    Game index 55.7 · 5m: 88.3 · 10m: 83.6 · 15m: 42.6 · 20m: 8.4
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min50.8
    5mMetal income5,074 metal / 5 min98.7
    5mEnergy income95,989 energy / 5 min96.3
    5mMilitary construction1,114 metal / 5 min96.2
    10mNet combat exchange101 metal / 5 min72.7
    10mMetal income13,660 metal / 5 min85.3
    10mEnergy income317,366 energy / 5 min79.5
    10mMilitary construction5,157 metal / 5 min90.9
    15mNet combat exchange-6,414 metal / 5 min1.3
    15mMetal income13,534 metal / 5 min36.0
    15mEnergy income433,511 energy / 5 min43.5
    15mMilitary construction13,019 metal / 5 min87.4
    20mNet combat exchange0 metal / 5 min38.2
    20mMetal income42 metal / 5 min0.5
    20mEnergy income1,424 energy / 5 min1.4
    20mMilitary construction0 metal / 5 min1.5
5OVERALL #5AcquiredTaste10 scored games · 6 playing dates52.3Overall indexNet combat exchange 46Metal income 53Energy income 58Military construction 54Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange46.3

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 20% · complete data in 100.0% of scored games

Metal income52.5

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 45% · complete data in 100.0% of scored games

Energy income58.3

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction54.4

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange46.320%9.3
Metal income52.545%23.6
Energy income58.310%5.8
Military construction54.425%13.6

Before the evidence adjustment: 54.3. Keep 54.5% of that result and 45.5% of the typical value, 50: 54.3 × 0.545 + 50 × 0.455 = 52.3. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
49.5–55.3
Eligible-game coverage
83.3%
Scored games
10
Playing dates
6

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes61.010 measured games
Mid · 10–20 minutes49.37 measured games
Late · 20–30 minutes30.83 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: No clear change. Observed change +8.6 points. Recent 58.6 versus earlier 50.0; the periods split at 19 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -1.5–12.6 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces100.0%10.0%
5mNearby cover of threatened allied assets12.5 metal100.0%
5mEnemy force near the starting area95.0 metal100.0%
10mArmy near recorded enemy forces33.1%80.0%
10mNearby cover of threatened allied assets675.2 metal80.0%
10mEnemy force near the starting area185.0 metal80.0%
15mArmy near recorded enemy forces62.0%70.0%
15mNearby cover of threatened allied assets1,081.1 metal70.0%
15mEnemy force near the starting area439.7 metal70.0%
20mArmy near recorded enemy forces38.1%40.0%
20mNearby cover of threatened allied assets1,596.3 metal50.0%
20mEnemy force near the starting area352.0 metal50.0%

Units given to allies at 5 minutes: 198 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 21 Sep 2026 · Won
    Game index 79.2 · 5m: 66.5 · 10m: 91.8
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min49.7
    5mMetal income3,850 metal / 5 min74.2
    5mEnergy income81,538 energy / 5 min65.1
    5mMilitary construction151 metal / 5 min66.6
    10mNet combat exchange96 metal / 5 min60.6
    10mMetal income15,912 metal / 5 min100.0
    10mEnergy income484,222 energy / 5 min100.0
    10mMilitary construction6,631 metal / 5 min98.9
  • Weaker measured game ↗ · 17 Sep 2026 · Lost
    Game index 33.0 · 5m: 51.1 · 10m: 77.5 · 15m: 34.6 · 20m: 12.3 · 25m: 10.2 · 30m: 12.4
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min50.8
    5mMetal income3,479 metal / 5 min54.7
    5mEnergy income96,111 energy / 5 min96.3
    5mMilitary construction0 metal / 5 min27.0
    10mNet combat exchange0 metal / 5 min46.6
    10mMetal income14,147 metal / 5 min90.9
    10mEnergy income355,496 energy / 5 min90.4
    10mMilitary construction3,395 metal / 5 min73.0
    15mNet combat exchange2,521 metal / 5 min63.8
    15mMetal income10,103 metal / 5 min10.7
    15mEnergy income335,086 energy / 5 min23.6
    15mMilitary construction9,137 metal / 5 min58.7
    20mNet combat exchange919 metal / 5 min52.1
    20mMetal income335 metal / 5 min1.9
    20mEnergy income1,880 energy / 5 min1.9
    20mMilitary construction252 metal / 5 min3.4
    25mNet combat exchange-125 metal / 5 min37.6
    25mMetal income0 metal / 5 min2.7
    25mEnergy income0 energy / 5 min2.7
    25mMilitary construction0 metal / 5 min4.8
    30mNet combat exchange-105 metal / 5 min48.8
    30mMetal income0 metal / 5 min2.3
    30mEnergy income0 energy / 5 min2.8
    30mMilitary construction0 metal / 5 min5.4
  • Typical measured game ↗ · 15 Sep 2026 · Lost
    Game index 53.8 · 5m: 53.8
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-254 metal / 5 min0.0
    5mMetal income3,542 metal / 5 min55.0
    5mEnergy income82,449 energy / 5 min90.0
    5mMilitary construction210 metal / 5 min80.0

Beach sea

Role-weighted performance · both map sides

OVERALL INDEX

4 qualifying players · OS above 30 · open a player to explore the calculation and evidence.

OVERALL #1EpicTyrannus22 scored games · 7 playing dates59.8Overall indexNet combat exchange 59Metal income 67Energy income 53Military construction 58Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange59.4

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 45% · complete data in 100.0% of scored games

Metal income66.5

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 20% · complete data in 100.0% of scored games

Energy income52.9

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction57.8

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange59.445%26.7
Metal income66.520%13.3
Energy income52.910%5.3
Military construction57.825%14.5

Before the evidence adjustment: 66.8. Keep 58.3% of that result and 41.7% of the typical value, 50: 66.8 × 0.583 + 50 × 0.417 = 59.8. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
55.0–65.4
Eligible-game coverage
81.5%
Scored games
22
Playing dates
7

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes61.422 measured games
Mid · 10–20 minutes73.214 measured games
Late · 20–30 minutes79.110 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: Upward trend. Observed change +20.8 points. Recent 77.2 versus earlier 56.4; the periods split at 18 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: 17.0–44.4 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces53.0%100.0%
5mNearby cover of threatened allied assets8.2 metal100.0%
5mEnemy force near the starting area30.9 metal100.0%
10mArmy near recorded enemy forces69.3%86.4%
10mNearby cover of threatened allied assets1.1 metal90.9%
10mEnemy force near the starting area52.8 metal90.9%
15mArmy near recorded enemy forces53.1%63.6%
15mNearby cover of threatened allied assets49.8 metal63.6%
15mEnemy force near the starting area115.0 metal63.6%
20mArmy near recorded enemy forces67.6%59.1%
20mNearby cover of threatened allied assets16.3 metal59.1%
20mEnemy force near the starting area0.0 metal59.1%

Units given to allies at 5 minutes: 149 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 21 Sep 2026 · Lost
    Game index 89.4 · 5m: 89.4
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange359 metal / 5 min93.2
    5mMetal income3,960 metal / 5 min93.2
    5mEnergy income38,554 energy / 5 min51.9
    5mMilitary construction2,564 metal / 5 min94.7
  • Weaker measured game ↗ · 15 Sep 2026 · Lost
    Game index 32.0 · 5m: 43.1 · 10m: 20.8
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-217 metal / 5 min12.8
    5mMetal income4,684 metal / 5 min100.0
    5mEnergy income26,315 energy / 5 min5.5
    5mMilitary construction1,954 metal / 5 min67.4
    10mNet combat exchange-1,346 metal / 5 min13.0
    10mMetal income5,327 metal / 5 min8.4
    10mEnergy income105,379 energy / 5 min46.1
    10mMilitary construction3,744 metal / 5 min34.7
  • Typical measured game ↗ · 16 Sep 2026 · Lost
    Game index 73.6 · 5m: 64.2 · 10m: 86.0 · 15m: 46.0 · 20m: 62.2 · 25m: 92.9 · 30m: 90.1
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min51.4
    5mMetal income3,951 metal / 5 min93.3
    5mEnergy income24,616 energy / 5 min4.3
    5mMilitary construction2,340 metal / 5 min87.9
    10mNet combat exchange4,762 metal / 5 min97.6
    10mMetal income11,942 metal / 5 min100.0
    10mEnergy income96,688 energy / 5 min39.5
    10mMilitary construction4,912 metal / 5 min72.3
    15mNet combat exchange-624 metal / 5 min40.8
    15mMetal income18,945 metal / 5 min92.2
    15mEnergy income334,533 energy / 5 min88.0
    15mMilitary construction44 metal / 5 min1.7
    20mNet combat exchange240 metal / 5 min57.3
    20mMetal income36,500 metal / 5 min98.0
    20mEnergy income996,934 energy / 5 min99.1
    20mMilitary construction4,074 metal / 5 min27.7
    25mNet combat exchange7,885 metal / 5 min84.5
    25mMetal income62,100 metal / 5 min100.0
    25mEnergy income2,601,381 energy / 5 min100.0
    25mMilitary construction40,003 metal / 5 min99.7
    30mNet combat exchange8,491 metal / 5 min78.7
    30mMetal income83,525 metal / 5 min99.3
    30mEnergy income3,306,320 energy / 5 min98.1
    30mMilitary construction62,051 metal / 5 min100.0
OVERALL #2fanboi36 scored games · 8 playing dates56.8Overall indexNet combat exchange 53Metal income 65Energy income 54Military construction 59Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange52.8

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 45% · complete data in 100.0% of scored games

Metal income64.9

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 20% · complete data in 100.0% of scored games

Energy income54.5

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction58.6

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange52.845%23.7
Metal income64.920%13.0
Energy income54.510%5.4
Military construction58.625%14.7

Before the evidence adjustment: 61.1. Keep 61.5% of that result and 38.5% of the typical value, 50: 61.1 × 0.615 + 50 × 0.385 = 56.8. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
54.3–59.1
Eligible-game coverage
90.0%
Scored games
36
Playing dates
8

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes60.036 measured games
Mid · 10–20 minutes66.525 measured games
Late · 20–30 minutes62.411 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: No clear change. Observed change +1.6 points. Recent 62.0 versus earlier 60.4; the periods split at 19 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -7.5–9.7 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces48.2%100.0%
5mNearby cover of threatened allied assets2.1 metal100.0%
5mEnemy force near the starting area4.9 metal100.0%
10mArmy near recorded enemy forces72.8%88.9%
10mNearby cover of threatened allied assets53.3 metal88.9%
10mEnemy force near the starting area49.2 metal88.9%
15mArmy near recorded enemy forces51.9%66.7%
15mNearby cover of threatened allied assets9.4 metal69.4%
15mEnemy force near the starting area150.4 metal69.4%
20mArmy near recorded enemy forces65.3%47.2%
20mNearby cover of threatened allied assets66.8 metal47.2%
20mEnemy force near the starting area1,522.4 metal47.2%

Units given to allies at 5 minutes: 207 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 21 Sep 2026 · Won
    Game index 86.2 · 5m: 61.6 · 10m: 92.8 · 15m: 95.2
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange0 metal / 5 min55.9
    5mMetal income3,825 metal / 5 min88.6
    5mEnergy income34,074 energy / 5 min35.1
    5mMilitary construction1,944 metal / 5 min61.0
    10mNet combat exchange5,397 metal / 5 min97.7
    10mMetal income10,401 metal / 5 min98.5
    10mEnergy income147,289 energy / 5 min76.2
    10mMilitary construction5,759 metal / 5 min86.2
    15mNet combat exchange5,690 metal / 5 min98.3
    15mMetal income20,242 metal / 5 min96.6
    15mEnergy income263,741 energy / 5 min83.0
    15mMilitary construction9,785 metal / 5 min93.4
  • Weaker measured game ↗ · 20 Sep 2026 · Won
    Game index 32.9 · 5m: 34.9 · 10m: 30.9
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-169 metal / 5 min10.2
    5mMetal income3,707 metal / 5 min70.5
    5mEnergy income30,766 energy / 5 min16.5
    5mMilitary construction1,980 metal / 5 min58.3
    10mNet combat exchange-1,120 metal / 5 min19.4
    10mMetal income6,603 metal / 5 min33.0
    10mEnergy income109,774 energy / 5 min47.0
    10mMilitary construction4,356 metal / 5 min43.6
  • Typical measured game ↗ · 22 Sep 2026 · Won
    Game index 63.8 · 5m: 45.1 · 10m: 78.7 · 15m: 65.8
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-51 metal / 5 min23.1
    5mMetal income3,793 metal / 5 min76.7
    5mEnergy income27,622 energy / 5 min6.7
    5mMilitary construction2,206 metal / 5 min74.8
    10mNet combat exchange7,257 metal / 5 min100.0
    10mMetal income9,210 metal / 5 min92.2
    10mEnergy income111,668 energy / 5 min55.0
    10mMilitary construction3,633 metal / 5 min38.9
    15mNet combat exchange810 metal / 5 min59.9
    15mMetal income15,350 metal / 5 min77.5
    15mEnergy income212,700 energy / 5 min63.6
    15mMilitary construction6,208 metal / 5 min67.7
OVERALL #3Hummell16 scored games · 5 playing dates56.3Overall indexNet combat exchange 57Metal income 56Energy income 40Military construction 61Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange57.4

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 45% · complete data in 100.0% of scored games

Metal income56.3

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 20% · complete data in 100.0% of scored games

Energy income40.0

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction60.8

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange57.445%25.8
Metal income56.320%11.3
Energy income40.010%4.0
Military construction60.825%15.2

Before the evidence adjustment: 62.6. Keep 50.0% of that result and 50.0% of the typical value, 50: 62.6 × 0.500 + 50 × 0.500 = 56.3. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
52.8–58.4
Eligible-game coverage
94.1%
Scored games
16
Playing dates
5

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes63.116 measured games
Mid · 10–20 minutes61.711 measured games
Late · 20–30 minutes67.84 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: not enough comparable games in both periods.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces26.7%100.0%
5mNearby cover of threatened allied assets0.8 metal100.0%
5mEnemy force near the starting area0.0 metal100.0%
10mArmy near recorded enemy forces74.9%75.0%
10mNearby cover of threatened allied assets46.4 metal81.2%
10mEnemy force near the starting area249.7 metal81.2%
15mArmy near recorded enemy forces67.0%56.2%
15mNearby cover of threatened allied assets39.2 metal68.8%
15mEnemy force near the starting area25.7 metal68.8%
20mArmy near recorded enemy forces73.6%31.2%
20mNearby cover of threatened allied assets64.6 metal31.2%
20mEnemy force near the starting area500.8 metal31.2%

Units given to allies at 5 minutes: 139 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 21 Sep 2026 · Won
    Game index 84.6 · 5m: 72.5 · 10m: 87.1 · 15m: 70.2 · 20m: 88.2 · 25m: 95.3 · 30m: 94.6
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange192 metal / 5 min78.3
    5mMetal income3,597 metal / 5 min67.2
    5mEnergy income31,610 energy / 5 min22.4
    5mMilitary construction2,096 metal / 5 min86.4
    10mNet combat exchange3,660 metal / 5 min97.2
    10mMetal income9,249 metal / 5 min90.7
    10mEnergy income74,837 energy / 5 min18.5
    10mMilitary construction6,110 metal / 5 min93.5
    15mNet combat exchange1,234 metal / 5 min92.9
    15mMetal income18,202 metal / 5 min88.8
    15mEnergy income187,460 energy / 5 min39.8
    15mMilitary construction3,169 metal / 5 min26.5
    20mNet combat exchange2,255 metal / 5 min88.8
    20mMetal income35,638 metal / 5 min97.5
    20mEnergy income485,477 energy / 5 min75.0
    20mMilitary construction16,049 metal / 5 min85.0
    25mNet combat exchange4,475 metal / 5 min94.4
    25mMetal income41,581 metal / 5 min96.3
    25mEnergy income948,584 energy / 5 min85.2
    25mMilitary construction30,229 metal / 5 min100.0
    30mNet combat exchange25,776 metal / 5 min92.0
    30mMetal income47,819 metal / 5 min94.0
    30mEnergy income1,999,217 energy / 5 min94.0
    30mMilitary construction41,958 metal / 5 min100.0
  • Weaker measured game ↗ · 19 Sep 2026 · Lost
    Game index 34.7 · 5m: 36.3 · 10m: 36.5 · 15m: 33.0
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-70 metal / 5 min27.2
    5mMetal income3,341 metal / 5 min48.1
    5mEnergy income32,434 energy / 5 min24.9
    5mMilitary construction1,580 metal / 5 min47.9
    10mNet combat exchange-5,236 metal / 5 min2.8
    10mMetal income7,836 metal / 5 min76.5
    10mEnergy income85,896 energy / 5 min33.4
    10mMilitary construction4,422 metal / 5 min66.4
    15mNet combat exchange0 metal / 5 min71.9
    15mMetal income0 metal / 5 min0.6
    15mEnergy income0 energy / 5 min0.8
    15mMilitary construction0 metal / 5 min1.8
  • Typical measured game ↗ · 21 Sep 2026 · Lost
    Game index 65.1 · 5m: 65.1
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange51 metal / 5 min63.6
    5mMetal income3,627 metal / 5 min73.1
    5mEnergy income30,493 energy / 5 min20.7
    5mMilitary construction1,875 metal / 5 min79.2
4OVERALL #4JesterB40 scored games · 7 playing dates51.4Overall indexNet combat exchange 45Metal income 59Energy income 47Military construction 60Why this rank?

This combines observed performance in this position, compared with other accounts in matching game conditions. A typical matched value is 50. It does not measure an exact share of the team’s victory.

What contributes to the score?

Net combat exchange44.6

Recorded enemy destruction minus losses to enemies, in nominal metal; final-attacker attribution misses assists.

Role weight 45% · complete data in 100.0% of scored games

Metal income58.7

Recorded metal income including reclaim and game-script income; not mining alone.

Role weight 20% · complete data in 100.0% of scored games

Energy income47.2

Recorded energy income including excess; generation is not proof that the energy was useful.

Role weight 10% · complete data in 100.0% of scored games

Military construction59.6

Nominal metal value of owned combat/defence construction progress, including unfinished work and allied help; not exact spending or current army strength.

Role weight 25% · complete data in 100.0% of scored games

Show weights and calculation
Overall score = weighted contributions added together.
Each contribution = the dimension score × its role weight. The weights depend on the selected position.
Exact recipe behind the published score; displayed values are rounded.
DimensionScoreWeightPoints added
Net combat exchange44.645%20.1
Metal income58.720%11.7
Energy income47.210%4.7
Military construction59.625%14.9

Before the evidence adjustment: 52.5. Keep 58.3% of that result and 41.7% of the typical value, 50: 52.5 × 0.583 + 50 × 0.417 = 51.4. This brings thin evidence closer to typical performance; it does not correct every source of bias.

How much evidence supports it?

Approximate 95% range
49.7–54.2
Eligible-game coverage
90.9%
Scored games
40
Playing dates
7

The range describes uncertainty in this sampled history, not a win probability. Overlapping ranges mean the exact order is uncertain. Games without usable evidence are omitted, never treated as zero.

Performance through the game

Early · 0–10 minutes54.540 measured games
Mid · 10–20 minutes48.524 measured games
Late · 20–30 minutes47.011 measured games

Phase scores are raw matched-game percentiles, before the evidence adjustment. Later phases describe fewer, longer games.

Recent trend: No clear change. Observed change +1.2 points. Recent 52.8 versus earlier 51.7; the periods split at 18 Sep 2026. Changing opponents, settings and reference groups can also change the score.

Approximate range for the change: -21.3–34.0 points.

Support and indirect contributions

Observed support proxies · shown separately from the score

Coverage is the percentage of scored games with this observed metric at this time. Shorter games may already have ended.
TimeObservationMeanCoverage
5mArmy near recorded enemy forces46.1%100.0%
5mNearby cover of threatened allied assets6.4 metal100.0%
5mEnemy force near the starting area72.3 metal100.0%
10mArmy near recorded enemy forces76.7%67.5%
10mNearby cover of threatened allied assets0.4 metal75.0%
10mEnemy force near the starting area351.9 metal75.0%
15mArmy near recorded enemy forces75.8%50.0%
15mNearby cover of threatened allied assets8.8 metal60.0%
15mEnemy force near the starting area822.0 metal60.0%
20mArmy near recorded enemy forces78.8%25.0%
20mNearby cover of threatened allied assets1.7 metal37.5%
20mEnemy force near the starting area1,912.0 metal37.5%

Units given to allies at 5 minutes: 108 metal on average. A unit may be gifted more than once; this does not add points.

Nearby units, allied cover and unit transfers can indicate support. Cover value is shared between nearby defending teams. These are four isolated snapshots; air, sea and land are compared by proximity, without checking terrain, weapon compatibility or vision. Proximity cannot prove that an ally was saved. Missing evidence is unknown.

Look at the replay evidence

Examples illustrate this player’s measured range. They are not proof that an action caused a win or loss.

  • Stronger measured game ↗ · 17 Sep 2026 · Lost
    Game index 83.2 · 5m: 83.2
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange241 metal / 5 min92.7
    5mMetal income3,685 metal / 5 min72.8
    5mEnergy income35,053 energy / 5 min27.4
    5mMilitary construction2,576 metal / 5 min96.6
  • Weaker measured game ↗ · 15 Sep 2026 · Won
    Game index 18.1 · 5m: 26.8 · 10m: 9.5
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-44 metal / 5 min34.6
    5mMetal income2,879 metal / 5 min14.5
    5mEnergy income29,268 energy / 5 min14.7
    5mMilitary construction1,142 metal / 5 min27.2
    10mNet combat exchange-1,560 metal / 5 min20.7
    10mMetal income1,674 metal / 5 min0.0
    10mEnergy income12,908 energy / 5 min0.0
    10mMilitary construction485 metal / 5 min0.8
  • Typical measured game ↗ · 19 Sep 2026 · Lost
    Game index 52.6 · 5m: 46.9 · 10m: 47.2 · 15m: 54.9 · 20m: 35.2 · 25m: 65.0 · 30m: 66.4
    Show measured checkpoints
    Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
    CheckpointDimensionObserved changePeer percentile
    5mNet combat exchange-170 metal / 5 min20.0
    5mMetal income3,670 metal / 5 min71.6
    5mEnergy income34,930 energy / 5 min35.4
    5mMilitary construction2,104 metal / 5 min80.2
    10mNet combat exchange-3,255 metal / 5 min8.8
    10mMetal income8,075 metal / 5 min79.5
    10mEnergy income102,854 energy / 5 min46.7
    10mMilitary construction5,460 metal / 5 min90.7
    15mNet combat exchange-707 metal / 5 min55.6
    15mMetal income9,998 metal / 5 min40.8
    15mEnergy income199,202 energy / 5 min55.4
    15mMilitary construction5,690 metal / 5 min64.5
    20mNet combat exchange-8,915 metal / 5 min5.4
    20mMetal income19,977 metal / 5 min74.7
    20mEnergy income206,292 energy / 5 min32.2
    20mMilitary construction8,086 metal / 5 min58.5
    25mNet combat exchange3,262 metal / 5 min78.2
    25mMetal income20,965 metal / 5 min58.5
    25mEnergy income429,833 energy / 5 min46.8
    25mMilitary construction10,295 metal / 5 min53.8
    30mNet combat exchange10,125 metal / 5 min86.6
    30mMetal income20,684 metal / 5 min48.5
    30mEnergy income372,555 energy / 5 min24.7
    30mMilitary construction15,264 metal / 5 min61.1
How the overall index is calculated

Every dimension compares observed games with other accounts in the same role and context. Dimensions receive different weights by position. The result is pulled towards 50 when evidence is limited, then averaged into the published index. An index of 70 is not a 70% win chance or an exact share of team impact.

Unmeasured support is unknown, not zero. Nearby allies and threats are observations, not proof of teamwork or causality. Trait badges do not add points. Small score differences can reflect uncertainty.

Does this model predict results?

Tests prediction of team results from the ten-minute state. It does not assign individual victory credit and does not set the published contribution index.

Experimental prediction only. Individual contribution attribution has not been validated; the public ranking remains a transparent measured index.

See the outcome-model evaluation

Both models are checked on later matches that were not used to fit them. Lower errors are better. These diagnostics assess prediction, not personal responsibility for winning.

Lobby OS baseline

Brier error: 0.2484 · Log loss: 0.6897 · Calibration error: 0.0188

Baseline plus replay measurements

Brier error: 0.1668 · Log loss: 0.5039 · Calibration error: 0.0421

Training through 20 Sep 2026 · test games from 21 Sep 2026. Observed through 10 minutes.

Brier improvement: 0.0816. The checks do not justify using this model as a player impact rating.

Prediction, if supported, still does not prove that a player caused a win. Experimental outcome checks are not added to the public score.