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
11 qualifying players · OS above 30 · open a player to explore the calculation and evidence.
OVERALL #1sirnihoAccount 488994 · OS 37.2822 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.
Dimension
Score
Weight
Points added
Net combat exchange
57.2
45%
25.7
Metal income
71.0
20%
14.2
Energy income
61.8
10%
6.2
Military construction
62.4
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
38.8%
100.0%
5m
Nearby cover of threatened allied assets
2.3 metal
100.0%
5m
Enemy force near the starting area
3.4 metal
100.0%
10m
Army near recorded enemy forces
63.2%
77.3%
10m
Nearby cover of threatened allied assets
10.9 metal
77.3%
10m
Enemy force near the starting area
0.0 metal
77.3%
15m
Army near recorded enemy forces
44.1%
63.6%
15m
Nearby cover of threatened allied assets
420.6 metal
68.2%
15m
Enemy force near the starting area
100.8 metal
68.2%
20m
Army near recorded enemy forces
50.9%
50.0%
20m
Nearby cover of threatened allied assets
0.9 metal
50.0%
20m
Enemy force near the starting area
0.0 metal
50.0%
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: 93.1Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
442 metal / 5 min
97.5
5m
Metal income
4,094 metal / 5 min
92.0
5m
Energy income
54,011 energy / 5 min
69.5
5m
Military construction
2,057 metal / 5 min
95.4
Weaker measured game ↗ · 21 Sep 2026 · Won Game index 36.2 · 5m: 36.2Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-411 metal / 5 min
3.8
5m
Metal income
3,490 metal / 5 min
55.1
5m
Energy income
45,751 energy / 5 min
36.5
5m
Military construction
1,406 metal / 5 min
79.2
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: 69.5Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
14 metal / 5 min
77.2
5m
Metal income
4,330 metal / 5 min
97.5
5m
Energy income
65,607 energy / 5 min
94.2
5m
Military construction
2,418 metal / 5 min
100.0
10m
Net combat exchange
690 metal / 5 min
63.3
10m
Metal income
7,236 metal / 5 min
42.4
10m
Energy income
125,812 energy / 5 min
39.0
10m
Military construction
4,388 metal / 5 min
35.6
15m
Net combat exchange
-2,663 metal / 5 min
8.6
15m
Metal income
20,213 metal / 5 min
84.5
15m
Energy income
190,853 energy / 5 min
37.1
15m
Military construction
5,223 metal / 5 min
27.6
20m
Net combat exchange
10,442 metal / 5 min
85.7
20m
Metal income
28,316 metal / 5 min
63.3
20m
Energy income
515,868 energy / 5 min
49.0
20m
Military construction
14,437 metal / 5 min
65.3
25m
Net combat exchange
13,738 metal / 5 min
95.5
25m
Metal income
41,993 metal / 5 min
90.9
25m
Energy income
1,112,043 energy / 5 min
77.3
25m
Military construction
33,501 metal / 5 min
93.9
30m
Net combat exchange
26,075 metal / 5 min
97.7
30m
Metal income
36,891 metal / 5 min
52.3
30m
Energy income
990,524 energy / 5 min
54.5
30m
Military construction
13,526 metal / 5 min
38.6
OVERALL #2KingBenjaiAccount 112780 · OS 47.7611 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.
Dimension
Score
Weight
Points added
Net combat exchange
57.8
45%
26.0
Metal income
65.3
20%
13.1
Energy income
50.9
10%
5.1
Military construction
62.5
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
55.2%
100.0%
5m
Nearby cover of threatened allied assets
0.0 metal
100.0%
5m
Enemy force near the starting area
0.0 metal
100.0%
10m
Army near recorded enemy forces
71.1%
72.7%
10m
Nearby cover of threatened allied assets
32.7 metal
72.7%
10m
Enemy force near the starting area
0.0 metal
72.7%
15m
Army near recorded enemy forces
64.5%
72.7%
15m
Nearby cover of threatened allied assets
171.1 metal
72.7%
15m
Enemy force near the starting area
292.5 metal
72.7%
20m
Army near recorded enemy forces
68.5%
72.7%
20m
Nearby cover of threatened allied assets
911.5 metal
72.7%
20m
Enemy force near the starting area
0.0 metal
72.7%
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: 86.3Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
240 metal / 5 min
90.0
5m
Metal income
4,260 metal / 5 min
92.3
5m
Energy income
51,324 energy / 5 min
54.8
5m
Military construction
1,734 metal / 5 min
87.4
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: 18.6Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
177 metal / 5 min
90.0
5m
Metal income
4,261 metal / 5 min
92.3
5m
Energy income
41,939 energy / 5 min
32.5
5m
Military construction
1,893 metal / 5 min
91.8
10m
Net combat exchange
2,388 metal / 5 min
92.9
10m
Metal income
10,009 metal / 5 min
87.8
10m
Energy income
151,211 energy / 5 min
46.8
10m
Military construction
4,310 metal / 5 min
51.6
15m
Net combat exchange
-3,729 metal / 5 min
8.9
15m
Metal income
19,598 metal / 5 min
72.0
15m
Energy income
220,688 energy / 5 min
36.1
15m
Military construction
6,993 metal / 5 min
50.6
20m
Net combat exchange
1,904 metal / 5 min
75.8
20m
Metal income
14,908 metal / 5 min
25.9
20m
Energy income
175,128 energy / 5 min
13.2
20m
Military construction
10,409 metal / 5 min
36.3
25m
Net combat exchange
-12,439 metal / 5 min
5.0
25m
Metal income
29,629 metal / 5 min
53.4
25m
Energy income
623,058 energy / 5 min
36.5
25m
Military construction
13,513 metal / 5 min
42.9
30m
Net combat exchange
-24,280 metal / 5 min
4.0
30m
Metal income
28,782 metal / 5 min
32.9
30m
Energy income
1,023,394 energy / 5 min
39.2
30m
Military construction
9,176 metal / 5 min
25.1
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: 92.2Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
63.1
5m
Metal income
4,919 metal / 5 min
100.0
5m
Energy income
44,181 energy / 5 min
45.8
5m
Military construction
2,298 metal / 5 min
100.0
10m
Net combat exchange
-1,724 metal / 5 min
9.1
10m
Metal income
9,428 metal / 5 min
73.4
10m
Energy income
162,023 energy / 5 min
57.9
10m
Military construction
5,248 metal / 5 min
78.0
15m
Net combat exchange
10,233 metal / 5 min
100.0
15m
Metal income
19,407 metal / 5 min
81.0
15m
Energy income
267,051 energy / 5 min
44.4
15m
Military construction
12,192 metal / 5 min
96.3
20m
Net combat exchange
1,961 metal / 5 min
63.0
20m
Metal income
27,277 metal / 5 min
51.9
20m
Energy income
469,326 energy / 5 min
61.1
20m
Military construction
4,108 metal / 5 min
27.8
25m
Net combat exchange
130 metal / 5 min
60.9
25m
Metal income
47,871 metal / 5 min
87.0
25m
Energy income
2,081,040 energy / 5 min
95.7
25m
Military construction
10,864 metal / 5 min
26.1
30m
Net combat exchange
27,193 metal / 5 min
100.0
30m
Metal income
85,015 metal / 5 min
83.3
30m
Energy income
3,831,082 energy / 5 min
83.3
30m
Military construction
35,139 metal / 5 min
88.9
OVERALL #3RexalidusAccount 312544 · OS 37.5211 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.
Dimension
Score
Weight
Points added
Net combat exchange
58.6
45%
26.4
Metal income
59.8
20%
12.0
Energy income
51.4
10%
5.1
Military construction
60.1
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
49.3%
100.0%
5m
Nearby cover of threatened allied assets
20.9 metal
100.0%
5m
Enemy force near the starting area
0.0 metal
100.0%
10m
Army near recorded enemy forces
69.3%
90.9%
10m
Nearby cover of threatened allied assets
0.0 metal
90.9%
10m
Enemy force near the starting area
0.0 metal
90.9%
15m
Army near recorded enemy forces
47.9%
81.8%
15m
Nearby cover of threatened allied assets
279.4 metal
81.8%
15m
Enemy force near the starting area
28.9 metal
81.8%
20m
Army near recorded enemy forces
49.8%
81.8%
20m
Nearby cover of threatened allied assets
92.7 metal
81.8%
20m
Enemy force near the starting area
346.7 metal
81.8%
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: 90.4Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
308 metal / 5 min
91.4
5m
Metal income
4,151 metal / 5 min
89.6
5m
Energy income
44,708 energy / 5 min
39.5
5m
Military construction
1,861 metal / 5 min
90.1
10m
Net combat exchange
5,661 metal / 5 min
100.0
10m
Metal income
10,606 metal / 5 min
91.5
10m
Energy income
144,281 energy / 5 min
41.2
10m
Military construction
6,913 metal / 5 min
96.6
15m
Net combat exchange
4,991 metal / 5 min
89.6
15m
Metal income
25,367 metal / 5 min
95.9
15m
Energy income
382,358 energy / 5 min
81.2
15m
Military construction
8,248 metal / 5 min
63.5
20m
Net combat exchange
4,912 metal / 5 min
84.5
20m
Metal income
45,061 metal / 5 min
97.5
20m
Energy income
784,319 energy / 5 min
78.9
20m
Military construction
38,784 metal / 5 min
100.0
Weaker measured game ↗ · 20 Sep 2026 · Lost Game index 42.5 · 5m: 28.1 · 10m: 25.7 · 15m: 63.9 · 20m: 52.4Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-698 metal / 5 min
0.6
5m
Metal income
3,382 metal / 5 min
31.4
5m
Energy income
50,904 energy / 5 min
53.6
5m
Military construction
1,143 metal / 5 min
64.9
10m
Net combat exchange
-648 metal / 5 min
27.0
10m
Metal income
7,640 metal / 5 min
39.7
10m
Energy income
95,557 energy / 5 min
10.8
10m
Military construction
2,629 metal / 5 min
18.0
15m
Net combat exchange
331 metal / 5 min
57.5
15m
Metal income
19,737 metal / 5 min
81.0
15m
Energy income
243,080 energy / 5 min
52.4
15m
Military construction
8,894 metal / 5 min
66.3
20m
Net combat exchange
-1,108 metal / 5 min
38.0
20m
Metal income
25,853 metal / 5 min
55.8
20m
Energy income
500,947 energy / 5 min
64.1
20m
Military construction
15,924 metal / 5 min
71.0
Typical measured game ↗ · 16 Sep 2026 · Won Game index 67.3 · 5m: 77.2 · 10m: 92.9 · 15m: 59.4 · 20m: 44.7 · 25m: 64.8Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
401 metal / 5 min
94.2
5m
Metal income
4,050 metal / 5 min
82.3
5m
Energy income
46,583 energy / 5 min
51.5
5m
Military construction
972 metal / 5 min
52.9
10m
Net combat exchange
6,798 metal / 5 min
100.0
10m
Metal income
10,012 metal / 5 min
86.2
10m
Energy income
159,068 energy / 5 min
57.4
10m
Military construction
7,752 metal / 5 min
99.5
15m
Net combat exchange
735 metal / 5 min
62.9
15m
Metal income
19,647 metal / 5 min
80.4
15m
Energy income
288,099 energy / 5 min
61.2
15m
Military construction
4,916 metal / 5 min
35.5
20m
Net combat exchange
-1,380 metal / 5 min
33.7
20m
Metal income
24,068 metal / 5 min
58.0
20m
Energy income
352,015 energy / 5 min
37.5
20m
Military construction
12,013 metal / 5 min
56.5
25m
Net combat exchange
4,042 metal / 5 min
77.3
25m
Metal income
52,150 metal / 5 min
93.8
25m
Energy income
815,811 energy / 5 min
56.2
25m
Military construction
7,279 metal / 5 min
22.6
4OVERALL #4TheSituationAccount 261759 · OS 50.2911 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.
Dimension
Score
Weight
Points added
Net combat exchange
54.0
45%
24.3
Metal income
62.3
20%
12.5
Energy income
46.6
10%
4.7
Military construction
66.1
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
51.0%
100.0%
5m
Nearby cover of threatened allied assets
21.0 metal
100.0%
5m
Enemy force near the starting area
0.0 metal
100.0%
10m
Army near recorded enemy forces
82.8%
81.8%
10m
Nearby cover of threatened allied assets
49.9 metal
81.8%
10m
Enemy force near the starting area
0.0 metal
81.8%
15m
Army near recorded enemy forces
69.6%
72.7%
15m
Nearby cover of threatened allied assets
133.3 metal
72.7%
15m
Enemy force near the starting area
222.4 metal
72.7%
20m
Army near recorded enemy forces
83.1%
36.4%
20m
Nearby cover of threatened allied assets
321.3 metal
36.4%
20m
Enemy force near the starting area
462.0 metal
36.4%
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: 91.7Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
424 metal / 5 min
96.8
5m
Metal income
4,459 metal / 5 min
95.2
5m
Energy income
44,620 energy / 5 min
41.4
5m
Military construction
2,708 metal / 5 min
100.0
Weaker measured game ↗ · 20 Sep 2026 · Lost Game index 44.8 · 5m: 91.1 · 10m: 46.5 · 15m: 25.3 · 20m: 16.5Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
337 metal / 5 min
95.1
5m
Metal income
4,227 metal / 5 min
92.1
5m
Energy income
46,913 energy / 5 min
48.9
5m
Military construction
2,297 metal / 5 min
100.0
10m
Net combat exchange
-90 metal / 5 min
42.4
10m
Metal income
7,719 metal / 5 min
48.2
10m
Energy income
108,866 energy / 5 min
25.2
10m
Military construction
4,959 metal / 5 min
61.0
15m
Net combat exchange
-2,000 metal / 5 min
13.5
15m
Metal income
16,560 metal / 5 min
57.7
15m
Energy income
215,850 energy / 5 min
38.3
15m
Military construction
3,490 metal / 5 min
15.3
20m
Net combat exchange
-2,102 metal / 5 min
23.0
20m
Metal income
10,740 metal / 5 min
6.3
20m
Energy income
147,119 energy / 5 min
9.5
20m
Military construction
5,004 metal / 5 min
15.6
Typical measured game ↗ · 20 Sep 2026 · Won Game index 70.0 · 5m: 64.7 · 10m: 75.3Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-23 metal / 5 min
33.5
5m
Metal income
4,422 metal / 5 min
98.8
5m
Energy income
46,952 energy / 5 min
48.9
5m
Military construction
2,651 metal / 5 min
100.0
10m
Net combat exchange
2,690 metal / 5 min
90.4
10m
Metal income
7,811 metal / 5 min
50.4
10m
Energy income
126,189 energy / 5 min
38.5
10m
Military construction
5,716 metal / 5 min
82.6
5OVERALL #5SHOGVNAccount 483418 · OS 37.1833 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.
Dimension
Score
Weight
Points added
Net combat exchange
60.7
45%
27.3
Metal income
59.4
20%
11.9
Energy income
35.9
10%
3.6
Military construction
60.0
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
45.3%
97.0%
5m
Nearby cover of threatened allied assets
15.8 metal
100.0%
5m
Enemy force near the starting area
8.2 metal
100.0%
10m
Army near recorded enemy forces
78.9%
81.8%
10m
Nearby cover of threatened allied assets
15.9 metal
81.8%
10m
Enemy force near the starting area
4.1 metal
81.8%
15m
Army near recorded enemy forces
52.6%
63.6%
15m
Nearby cover of threatened allied assets
311.0 metal
66.7%
15m
Enemy force near the starting area
2.5 metal
66.7%
20m
Army near recorded enemy forces
45.3%
42.4%
20m
Nearby cover of threatened allied assets
248.5 metal
45.5%
20m
Enemy force near the starting area
0.0 metal
45.5%
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: 87.7Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
409 metal / 5 min
97.1
5m
Metal income
4,047 metal / 5 min
87.5
5m
Energy income
42,539 energy / 5 min
25.0
5m
Military construction
2,223 metal / 5 min
96.2
Weaker measured game ↗ · 16 Sep 2026 · Won Game index 22.5 · 5m: 21.8 · 10m: 35.4 · 15m: 12.2 · 20m: 20.7Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-305 metal / 5 min
6.8
5m
Metal income
2,968 metal / 5 min
14.6
5m
Energy income
28,111 energy / 5 min
5.0
5m
Military construction
1,113 metal / 5 min
61.4
10m
Net combat exchange
591 metal / 5 min
70.0
10m
Metal income
4,601 metal / 5 min
4.0
10m
Energy income
37,148 energy / 5 min
1.1
10m
Military construction
2,580 metal / 5 min
12.2
15m
Net combat exchange
-860 metal / 5 min
25.9
15m
Metal income
1,850 metal / 5 min
0.7
15m
Energy income
3,400 energy / 5 min
0.7
15m
Military construction
100 metal / 5 min
1.4
20m
Net combat exchange
0 metal / 5 min
45.3
20m
Metal income
0 metal / 5 min
0.6
20m
Energy income
0 energy / 5 min
0.6
20m
Military construction
0 metal / 5 min
0.8
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: 32.0Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
630 metal / 5 min
98.2
5m
Metal income
4,450 metal / 5 min
99.1
5m
Energy income
44,558 energy / 5 min
38.2
5m
Military construction
2,064 metal / 5 min
92.5
10m
Net combat exchange
-50 metal / 5 min
44.7
10m
Metal income
8,510 metal / 5 min
68.4
10m
Energy income
112,457 energy / 5 min
26.5
10m
Military construction
6,498 metal / 5 min
94.9
15m
Net combat exchange
6,172 metal / 5 min
90.5
15m
Metal income
17,034 metal / 5 min
59.7
15m
Energy income
210,576 energy / 5 min
37.6
15m
Military construction
5,571 metal / 5 min
37.8
20m
Net combat exchange
3,397 metal / 5 min
77.2
20m
Metal income
26,929 metal / 5 min
61.1
20m
Energy income
486,123 energy / 5 min
54.2
20m
Military construction
15,247 metal / 5 min
71.2
25m
Net combat exchange
2,641 metal / 5 min
64.5
25m
Metal income
41,804 metal / 5 min
73.0
25m
Energy income
1,047,722 energy / 5 min
67.4
25m
Military construction
16,360 metal / 5 min
43.6
30m
Net combat exchange
-11,634 metal / 5 min
7.6
30m
Metal income
49,280 metal / 5 min
65.2
30m
Energy income
1,347,203 energy / 5 min
53.0
30m
Military construction
15,726 metal / 5 min
40.9
6OVERALL #6HummellAccount 346047 · OS 44.9212 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.
Dimension
Score
Weight
Points added
Net combat exchange
55.0
45%
24.8
Metal income
59.7
20%
11.9
Energy income
42.1
10%
4.2
Military construction
64.0
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
43.3%
100.0%
5m
Nearby cover of threatened allied assets
25.1 metal
100.0%
5m
Enemy force near the starting area
12.2 metal
100.0%
10m
Army near recorded enemy forces
63.8%
91.7%
10m
Nearby cover of threatened allied assets
114.8 metal
91.7%
10m
Enemy force near the starting area
0.0 metal
91.7%
15m
Army near recorded enemy forces
26.6%
58.3%
15m
Nearby cover of threatened allied assets
50.2 metal
58.3%
15m
Enemy force near the starting area
0.0 metal
58.3%
20m
Army near recorded enemy forces
37.7%
41.7%
20m
Nearby cover of threatened allied assets
434.8 metal
41.7%
20m
Enemy force near the starting area
14.6 metal
41.7%
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: 67.0Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
300 metal / 5 min
94.3
5m
Metal income
3,937 metal / 5 min
71.4
5m
Energy income
44,053 energy / 5 min
42.8
5m
Military construction
1,771 metal / 5 min
84.8
10m
Net combat exchange
3,252 metal / 5 min
91.9
10m
Metal income
8,399 metal / 5 min
63.2
10m
Energy income
129,466 energy / 5 min
45.1
10m
Military construction
6,077 metal / 5 min
88.0
15m
Net combat exchange
5,593 metal / 5 min
90.7
15m
Metal income
14,330 metal / 5 min
38.9
15m
Energy income
162,316 energy / 5 min
17.6
15m
Military construction
8,204 metal / 5 min
66.7
Weaker measured game ↗ · 21 Sep 2026 · Lost Game index 40.1 · 5m: 50.2 · 10m: 30.0Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-654 metal / 5 min
2.3
5m
Metal income
4,427 metal / 5 min
95.8
5m
Energy income
47,439 energy / 5 min
57.2
5m
Military construction
2,108 metal / 5 min
97.3
10m
Net combat exchange
-5,283 metal / 5 min
0.0
10m
Metal income
7,592 metal / 5 min
46.5
10m
Energy income
90,385 energy / 5 min
20.3
10m
Military construction
5,124 metal / 5 min
74.8
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: 73.0Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
96 metal / 5 min
78.4
5m
Metal income
4,080 metal / 5 min
83.5
5m
Energy income
42,662 energy / 5 min
38.3
5m
Military construction
1,967 metal / 5 min
88.9
10m
Net combat exchange
-460 metal / 5 min
29.1
10m
Metal income
8,780 metal / 5 min
71.5
10m
Energy income
100,393 energy / 5 min
19.8
10m
Military construction
5,946 metal / 5 min
85.6
15m
Net combat exchange
1,145 metal / 5 min
66.4
15m
Metal income
18,046 metal / 5 min
70.2
15m
Energy income
167,961 energy / 5 min
22.3
15m
Military construction
11,463 metal / 5 min
94.8
20m
Net combat exchange
3,536 metal / 5 min
80.4
20m
Metal income
27,724 metal / 5 min
71.9
20m
Energy income
254,261 energy / 5 min
20.0
20m
Military construction
9,077 metal / 5 min
38.7
25m
Net combat exchange
-1,842 metal / 5 min
37.4
25m
Metal income
32,236 metal / 5 min
56.0
25m
Energy income
1,040,188 energy / 5 min
67.5
25m
Military construction
27,617 metal / 5 min
86.9
30m
Net combat exchange
6,429 metal / 5 min
78.9
30m
Metal income
45,726 metal / 5 min
71.6
30m
Energy income
1,144,438 energy / 5 min
54.5
30m
Military construction
27,368 metal / 5 min
71.1
7OVERALL #7AcquiredTasteAccount 285608 · OS 30.8015 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.
Dimension
Score
Weight
Points added
Net combat exchange
53.2
45%
23.9
Metal income
58.3
20%
11.7
Energy income
42.9
10%
4.3
Military construction
64.6
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
47.9%
100.0%
5m
Nearby cover of threatened allied assets
5.6 metal
100.0%
5m
Enemy force near the starting area
0.0 metal
100.0%
10m
Army near recorded enemy forces
55.5%
93.3%
10m
Nearby cover of threatened allied assets
111.1 metal
93.3%
10m
Enemy force near the starting area
6.0 metal
93.3%
15m
Army near recorded enemy forces
50.5%
73.3%
15m
Nearby cover of threatened allied assets
209.6 metal
80.0%
15m
Enemy force near the starting area
0.0 metal
80.0%
20m
Army near recorded enemy forces
51.2%
53.3%
20m
Nearby cover of threatened allied assets
41.2 metal
53.3%
20m
Enemy force near the starting area
0.0 metal
53.3%
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: 84.0Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
589 metal / 5 min
97.2
5m
Metal income
4,051 metal / 5 min
82.3
5m
Energy income
39,322 energy / 5 min
25.5
5m
Military construction
1,811 metal / 5 min
86.0
10m
Net combat exchange
4,483 metal / 5 min
99.2
10m
Metal income
11,403 metal / 5 min
95.9
10m
Energy income
128,838 energy / 5 min
39.1
10m
Military construction
6,198 metal / 5 min
90.9
15m
Net combat exchange
5,868 metal / 5 min
93.0
15m
Metal income
22,985 metal / 5 min
92.1
15m
Energy income
325,665 energy / 5 min
70.7
15m
Military construction
10,704 metal / 5 min
90.5
20m
Net combat exchange
7,009 metal / 5 min
86.8
20m
Metal income
34,023 metal / 5 min
87.7
20m
Energy income
450,560 energy / 5 min
50.5
20m
Military construction
20,155 metal / 5 min
89.4
Weaker measured game ↗ · 21 Sep 2026 · Won Game index 26.5 · 5m: 26.5Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-393 metal / 5 min
3.5
5m
Metal income
3,111 metal / 5 min
18.0
5m
Energy income
34,933 energy / 5 min
11.7
5m
Military construction
1,577 metal / 5 min
80.5
Typical measured game ↗ · 17 Sep 2026 · Won Game index 63.9 · 5m: 45.1 · 10m: 82.7Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-200 metal / 5 min
9.9
5m
Metal income
3,757 metal / 5 min
70.0
5m
Energy income
43,855 energy / 5 min
37.2
5m
Military construction
1,902 metal / 5 min
91.6
10m
Net combat exchange
1,115 metal / 5 min
81.1
10m
Metal income
11,449 metal / 5 min
96.0
10m
Energy income
143,470 energy / 5 min
37.8
10m
Military construction
6,335 metal / 5 min
93.0
8OVERALL #8ChaoticNoobAccount 482267 · OS 34.5315 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.
Dimension
Score
Weight
Points added
Net combat exchange
53.9
45%
24.3
Metal income
66.0
20%
13.2
Energy income
57.5
10%
5.7
Military construction
50.9
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
34.6%
93.3%
5m
Nearby cover of threatened allied assets
1.3 metal
100.0%
5m
Enemy force near the starting area
5.0 metal
100.0%
10m
Army near recorded enemy forces
50.5%
73.3%
10m
Nearby cover of threatened allied assets
39.8 metal
73.3%
10m
Enemy force near the starting area
193.2 metal
73.3%
15m
Army near recorded enemy forces
40.9%
60.0%
15m
Nearby cover of threatened allied assets
22.8 metal
66.7%
15m
Enemy force near the starting area
0.0 metal
66.7%
20m
Army near recorded enemy forces
36.4%
40.0%
20m
Nearby cover of threatened allied assets
30.6 metal
40.0%
20m
Enemy force near the starting area
0.0 metal
40.0%
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: 85.9Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-9 metal / 5 min
29.3
5m
Metal income
3,984 metal / 5 min
75.8
5m
Energy income
70,586 energy / 5 min
97.2
5m
Military construction
259 metal / 5 min
15.0
10m
Net combat exchange
1,380 metal / 5 min
80.1
10m
Metal income
9,961 metal / 5 min
85.3
10m
Energy income
217,216 energy / 5 min
85.4
10m
Military construction
6,215 metal / 5 min
91.0
15m
Net combat exchange
2,700 metal / 5 min
81.3
15m
Metal income
23,646 metal / 5 min
93.0
15m
Energy income
241,893 energy / 5 min
45.5
15m
Military construction
6,416 metal / 5 min
50.0
20m
Net combat exchange
8,043 metal / 5 min
89.6
20m
Metal income
32,908 metal / 5 min
87.1
20m
Energy income
506,458 energy / 5 min
57.6
20m
Military construction
20,185 metal / 5 min
89.5
Weaker measured game ↗ · 16 Sep 2026 · Lost Game index 36.0 · 5m: 36.0Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-51 metal / 5 min
25.2
5m
Metal income
3,494 metal / 5 min
47.2
5m
Energy income
62,091 energy / 5 min
78.7
5m
Military construction
437 metal / 5 min
29.3
Typical measured game ↗ · 19 Sep 2026 · Lost Game index 64.9 · 5m: 76.8 · 10m: 82.6 · 15m: 34.9 · 20m: 65.5Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
149 metal / 5 min
83.0
5m
Metal income
4,093 metal / 5 min
84.0
5m
Energy income
53,428 energy / 5 min
73.5
5m
Military construction
1,171 metal / 5 min
61.2
10m
Net combat exchange
2,867 metal / 5 min
93.5
10m
Metal income
8,975 metal / 5 min
74.8
10m
Energy income
163,471 energy / 5 min
60.3
10m
Military construction
5,504 metal / 5 min
77.9
15m
Net combat exchange
-7,837 metal / 5 min
1.3
15m
Metal income
17,701 metal / 5 min
69.2
15m
Energy income
160,455 energy / 5 min
19.7
15m
Military construction
8,530 metal / 5 min
74.0
20m
Net combat exchange
2,052 metal / 5 min
73.8
20m
Metal income
23,793 metal / 5 min
57.3
20m
Energy income
356,241 energy / 5 min
37.9
20m
Military construction
15,104 metal / 5 min
68.0
9OVERALL #9haavenAccount 375404 · OS 45.6113 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.
Dimension
Score
Weight
Points added
Net combat exchange
55.5
45%
25.0
Metal income
59.2
20%
11.8
Energy income
54.1
10%
5.4
Military construction
51.3
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
43.1%
100.0%
5m
Nearby cover of threatened allied assets
42.3 metal
100.0%
5m
Enemy force near the starting area
0.0 metal
100.0%
10m
Army near recorded enemy forces
57.0%
92.3%
10m
Nearby cover of threatened allied assets
3.3 metal
92.3%
10m
Enemy force near the starting area
0.0 metal
92.3%
15m
Army near recorded enemy forces
61.7%
84.6%
15m
Nearby cover of threatened allied assets
189.8 metal
84.6%
15m
Enemy force near the starting area
0.0 metal
84.6%
20m
Army near recorded enemy forces
61.2%
84.6%
20m
Nearby cover of threatened allied assets
242.6 metal
84.6%
20m
Enemy force near the starting area
65.9 metal
84.6%
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: 88.4Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
284 metal / 5 min
93.8
5m
Metal income
3,537 metal / 5 min
47.7
5m
Energy income
68,734 energy / 5 min
94.8
5m
Military construction
921 metal / 5 min
53.1
10m
Net combat exchange
2,102 metal / 5 min
92.4
10m
Metal income
10,266 metal / 5 min
90.7
10m
Energy income
157,917 energy / 5 min
58.2
10m
Military construction
5,929 metal / 5 min
91.5
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: 54.3Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-294 metal / 5 min
7.2
5m
Metal income
3,018 metal / 5 min
8.5
5m
Energy income
34,740 energy / 5 min
9.1
5m
Military construction
1,080 metal / 5 min
58.0
10m
Net combat exchange
394 metal / 5 min
56.5
10m
Metal income
6,293 metal / 5 min
19.1
10m
Energy income
41,963 energy / 5 min
0.0
10m
Military construction
4,161 metal / 5 min
44.1
15m
Net combat exchange
892 metal / 5 min
65.7
15m
Metal income
9,673 metal / 5 min
9.7
15m
Energy income
198,256 energy / 5 min
29.6
15m
Military construction
3,116 metal / 5 min
24.1
20m
Net combat exchange
7,715 metal / 5 min
87.0
20m
Metal income
28,041 metal / 5 min
54.3
20m
Energy income
295,695 energy / 5 min
35.2
20m
Military construction
5,342 metal / 5 min
32.7
25m
Net combat exchange
-10,748 metal / 5 min
8.7
25m
Metal income
24,950 metal / 5 min
39.1
25m
Energy income
578,823 energy / 5 min
34.8
25m
Military construction
17,208 metal / 5 min
63.0
30m
Net combat exchange
14,723 metal / 5 min
86.1
30m
Metal income
31,142 metal / 5 min
33.3
30m
Energy income
637,837 energy / 5 min
33.3
30m
Military construction
5,061 metal / 5 min
22.2
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: 35.9Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-131 metal / 5 min
13.2
5m
Metal income
3,706 metal / 5 min
51.0
5m
Energy income
52,892 energy / 5 min
66.1
5m
Military construction
909 metal / 5 min
49.7
10m
Net combat exchange
1,155 metal / 5 min
73.9
10m
Metal income
11,870 metal / 5 min
94.1
10m
Energy income
133,214 energy / 5 min
34.8
10m
Military construction
4,262 metal / 5 min
45.7
15m
Net combat exchange
-712 metal / 5 min
21.5
15m
Metal income
19,675 metal / 5 min
71.2
15m
Energy income
317,212 energy / 5 min
63.8
15m
Military construction
10,281 metal / 5 min
75.3
20m
Net combat exchange
1,362 metal / 5 min
67.8
20m
Metal income
28,795 metal / 5 min
62.0
20m
Energy income
745,124 energy / 5 min
79.3
20m
Military construction
15,030 metal / 5 min
56.5
25m
Net combat exchange
13,688 metal / 5 min
90.5
25m
Metal income
42,329 metal / 5 min
74.3
25m
Energy income
776,447 energy / 5 min
51.9
25m
Military construction
17,933 metal / 5 min
51.4
30m
Net combat exchange
-11,311 metal / 5 min
20.0
30m
Metal income
61,688 metal / 5 min
75.0
30m
Energy income
2,519,487 energy / 5 min
75.0
30m
Military construction
9,251 metal / 5 min
17.5
10OVERALL #10HappyMajoAccount 620726 · OS 30.4414 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.
Dimension
Score
Weight
Points added
Net combat exchange
52.5
45%
23.6
Metal income
53.2
20%
10.6
Energy income
47.1
10%
4.7
Military construction
50.7
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
46.0%
100.0%
5m
Nearby cover of threatened allied assets
0.0 metal
100.0%
5m
Enemy force near the starting area
0.0 metal
100.0%
10m
Army near recorded enemy forces
56.7%
85.7%
10m
Nearby cover of threatened allied assets
59.9 metal
92.9%
10m
Enemy force near the starting area
0.0 metal
92.9%
15m
Army near recorded enemy forces
53.1%
71.4%
15m
Nearby cover of threatened allied assets
25.8 metal
85.7%
15m
Enemy force near the starting area
87.5 metal
85.7%
20m
Army near recorded enemy forces
67.7%
35.7%
20m
Nearby cover of threatened allied assets
0.0 metal
57.1%
20m
Enemy force near the starting area
0.0 metal
57.1%
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: 84.0Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-85 metal / 5 min
25.4
5m
Metal income
3,994 metal / 5 min
75.2
5m
Energy income
51,633 energy / 5 min
70.5
5m
Military construction
852 metal / 5 min
44.3
10m
Net combat exchange
4,444 metal / 5 min
98.0
10m
Metal income
11,908 metal / 5 min
100.0
10m
Energy income
205,692 energy / 5 min
72.0
10m
Military construction
5,023 metal / 5 min
72.0
15m
Net combat exchange
7,768 metal / 5 min
93.5
15m
Metal income
17,281 metal / 5 min
66.7
15m
Energy income
329,441 energy / 5 min
64.4
15m
Military construction
10,923 metal / 5 min
88.4
Weaker measured game ↗ · 20 Sep 2026 · Lost Game index 21.1 · 5m: 37.0 · 10m: 15.1 · 15m: 16.1 · 20m: 20.2 · 25m: 19.2Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-120 metal / 5 min
15.6
5m
Metal income
3,734 metal / 5 min
52.3
5m
Energy income
46,886 energy / 5 min
40.4
5m
Military construction
1,200 metal / 5 min
61.9
10m
Net combat exchange
-250 metal / 5 min
33.5
10m
Metal income
576 metal / 5 min
0.0
10m
Energy income
12,437 energy / 5 min
0.0
10m
Military construction
326 metal / 5 min
0.0
15m
Net combat exchange
0 metal / 5 min
34.7
15m
Metal income
0 metal / 5 min
0.0
15m
Energy income
0 energy / 5 min
0.0
15m
Military construction
0 metal / 5 min
1.8
20m
Net combat exchange
0 metal / 5 min
42.4
20m
Metal income
0 metal / 5 min
1.1
20m
Energy income
0 energy / 5 min
1.1
20m
Military construction
0 metal / 5 min
3.3
25m
Net combat exchange
0 metal / 5 min
39.3
25m
Metal income
0 metal / 5 min
2.9
25m
Energy income
0 energy / 5 min
2.9
25m
Military construction
0 metal / 5 min
2.9
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: 68.9Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-51 metal / 5 min
26.4
5m
Metal income
4,084 metal / 5 min
74.5
5m
Energy income
39,713 energy / 5 min
24.6
5m
Military construction
451 metal / 5 min
20.8
10m
Net combat exchange
-1,715 metal / 5 min
12.1
10m
Metal income
8,127 metal / 5 min
51.0
10m
Energy income
167,929 energy / 5 min
55.0
10m
Military construction
5,865 metal / 5 min
77.6
15m
Net combat exchange
6,006 metal / 5 min
96.8
15m
Metal income
18,099 metal / 5 min
63.5
15m
Energy income
182,703 energy / 5 min
30.5
15m
Military construction
9,668 metal / 5 min
67.9
20m
Net combat exchange
2,871 metal / 5 min
80.4
20m
Metal income
23,309 metal / 5 min
41.8
20m
Energy income
290,151 energy / 5 min
34.2
20m
Military construction
14,038 metal / 5 min
52.7
25m
Net combat exchange
15,669 metal / 5 min
91.4
25m
Metal income
36,938 metal / 5 min
62.1
25m
Energy income
984,615 energy / 5 min
57.9
25m
Military construction
11,900 metal / 5 min
39.3
30m
Net combat exchange
16,439 metal / 5 min
85.0
30m
Metal income
41,516 metal / 5 min
47.5
30m
Energy income
1,327,709 energy / 5 min
55.0
30m
Military construction
24,648 metal / 5 min
62.5
11OVERALL #11JesterBAccount 301639 · OS 32.7036 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.
Dimension
Score
Weight
Points added
Net combat exchange
48.7
45%
21.9
Metal income
53.2
20%
10.6
Energy income
39.6
10%
4.0
Military construction
58.7
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
48.4%
100.0%
5m
Nearby cover of threatened allied assets
14.0 metal
100.0%
5m
Enemy force near the starting area
7.1 metal
100.0%
10m
Army near recorded enemy forces
58.1%
83.3%
10m
Nearby cover of threatened allied assets
6.2 metal
88.9%
10m
Enemy force near the starting area
0.0 metal
88.9%
15m
Army near recorded enemy forces
54.4%
58.3%
15m
Nearby cover of threatened allied assets
53.5 metal
66.7%
15m
Enemy force near the starting area
0.0 metal
66.7%
20m
Army near recorded enemy forces
64.1%
30.6%
20m
Nearby cover of threatened allied assets
189.1 metal
33.3%
20m
Enemy force near the starting area
0.0 metal
33.3%
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: 92.9Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
130 metal / 5 min
92.4
5m
Metal income
4,203 metal / 5 min
91.4
5m
Energy income
38,780 energy / 5 min
15.3
5m
Military construction
1,586 metal / 5 min
82.4
10m
Net combat exchange
1,795 metal / 5 min
83.8
10m
Metal income
11,472 metal / 5 min
99.2
10m
Energy income
155,600 energy / 5 min
61.2
10m
Military construction
3,043 metal / 5 min
26.7
15m
Net combat exchange
5,660 metal / 5 min
91.5
15m
Metal income
22,099 metal / 5 min
92.8
15m
Energy income
388,640 energy / 5 min
88.0
15m
Military construction
13,791 metal / 5 min
97.2
Weaker measured game ↗ · 20 Sep 2026 · Lost Game index 20.2 · 5m: 25.4 · 10m: 17.8 · 15m: 18.8Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-283 metal / 5 min
10.0
5m
Metal income
3,598 metal / 5 min
45.5
5m
Energy income
31,199 energy / 5 min
5.3
5m
Military construction
1,022 metal / 5 min
45.0
10m
Net combat exchange
-3,079 metal / 5 min
6.4
10m
Metal income
5,840 metal / 5 min
12.0
10m
Energy income
111,181 energy / 5 min
26.1
10m
Military construction
4,166 metal / 5 min
39.7
15m
Net combat exchange
-230 metal / 5 min
33.4
15m
Metal income
9,017 metal / 5 min
4.5
15m
Energy income
164,985 energy / 5 min
21.7
15m
Military construction
432 metal / 5 min
2.7
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: 29.6Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-162 metal / 5 min
15.9
5m
Metal income
3,252 metal / 5 min
27.9
5m
Energy income
38,532 energy / 5 min
21.6
5m
Military construction
767 metal / 5 min
36.1
10m
Net combat exchange
1,800 metal / 5 min
86.4
10m
Metal income
8,318 metal / 5 min
65.5
10m
Energy income
101,444 energy / 5 min
27.6
10m
Military construction
7,212 metal / 5 min
98.5
15m
Net combat exchange
7,756 metal / 5 min
94.6
15m
Metal income
15,491 metal / 5 min
46.3
15m
Energy income
154,852 energy / 5 min
21.1
15m
Military construction
4,284 metal / 5 min
28.1
20m
Net combat exchange
3,514 metal / 5 min
80.5
20m
Metal income
20,765 metal / 5 min
33.9
20m
Energy income
554,178 energy / 5 min
65.9
20m
Military construction
19,986 metal / 5 min
84.7
25m
Net combat exchange
-19,461 metal / 5 min
2.0
25m
Metal income
28,216 metal / 5 min
46.6
25m
Energy income
985,390 energy / 5 min
72.4
25m
Military construction
5,838 metal / 5 min
15.6
30m
Net combat exchange
-2,771 metal / 5 min
38.0
30m
Metal income
29,256 metal / 5 min
31.9
30m
Energy income
1,028,848 energy / 5 min
51.2
30m
Military construction
807 metal / 5 min
4.2
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 #1SdragonaAccount 405719 · OS 33.3523 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.
Dimension
Score
Weight
Points added
Net combat exchange
52.7
15%
7.9
Metal income
65.5
50%
32.8
Energy income
64.3
10%
6.4
Military construction
59.2
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
0.0%
8.7%
5m
Nearby cover of threatened allied assets
0.0 metal
100.0%
5m
Enemy force near the starting area
0.0 metal
100.0%
10m
Army near recorded enemy forces
28.6%
30.4%
10m
Nearby cover of threatened allied assets
133.9 metal
91.3%
10m
Enemy force near the starting area
0.0 metal
91.3%
15m
Army near recorded enemy forces
22.1%
60.9%
15m
Nearby cover of threatened allied assets
675.0 metal
73.9%
15m
Enemy force near the starting area
17.2 metal
73.9%
20m
Army near recorded enemy forces
5.4%
56.5%
20m
Nearby cover of threatened allied assets
613.4 metal
56.5%
20m
Enemy force near the starting area
0.0 metal
56.5%
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: 91.0Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
50.5
5m
Metal income
4,811 metal / 5 min
66.7
5m
Energy income
59,793 energy / 5 min
60.3
5m
Military construction
0 metal / 5 min
38.5
10m
Net combat exchange
0 metal / 5 min
50.6
10m
Metal income
15,908 metal / 5 min
100.0
10m
Energy income
317,610 energy / 5 min
99.1
10m
Military construction
3,522 metal / 5 min
99.3
15m
Net combat exchange
1,026 metal / 5 min
91.2
15m
Metal income
34,621 metal / 5 min
100.0
15m
Energy income
1,101,153 energy / 5 min
96.0
15m
Military construction
5,646 metal / 5 min
86.2
20m
Net combat exchange
142 metal / 5 min
70.7
20m
Metal income
50,431 metal / 5 min
97.0
20m
Energy income
2,700,423 energy / 5 min
86.1
20m
Military construction
17,773 metal / 5 min
95.5
25m
Net combat exchange
3,616 metal / 5 min
77.7
25m
Metal income
91,489 metal / 5 min
96.8
25m
Energy income
5,392,039 energy / 5 min
90.1
25m
Military construction
66,515 metal / 5 min
100.0
30m
Net combat exchange
44,529 metal / 5 min
100.0
30m
Metal income
112,478 metal / 5 min
85.0
30m
Energy income
7,160,644 energy / 5 min
85.0
30m
Military construction
84,282 metal / 5 min
100.0
Weaker measured game ↗ · 16 Sep 2026 · Lost Game index 48.4 · 5m: 79.9 · 10m: 16.8Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
52.9
5m
Metal income
5,023 metal / 5 min
90.0
5m
Energy income
50,781 energy / 5 min
20.0
5m
Military construction
1,176 metal / 5 min
100.0
10m
Net combat exchange
-562 metal / 5 min
0.0
10m
Metal income
5,713 metal / 5 min
5.7
10m
Energy income
69,708 energy / 5 min
0.0
10m
Military construction
410 metal / 5 min
55.7
Typical measured game ↗ · 19 Sep 2026 · Lost Game index 67.9 · 5m: 46.0 · 10m: 77.8 · 15m: 75.6 · 20m: 72.3Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
49.6
5m
Metal income
4,570 metal / 5 min
51.8
5m
Energy income
49,874 energy / 5 min
30.0
5m
Military construction
0 metal / 5 min
38.8
10m
Net combat exchange
0 metal / 5 min
53.1
10m
Metal income
10,403 metal / 5 min
90.7
10m
Energy income
223,516 energy / 5 min
92.9
10m
Military construction
301 metal / 5 min
61.0
15m
Net combat exchange
357 metal / 5 min
86.2
15m
Metal income
19,123 metal / 5 min
67.7
15m
Energy income
765,060 energy / 5 min
76.8
15m
Military construction
5,345 metal / 5 min
84.7
20m
Net combat exchange
-112 metal / 5 min
28.8
20m
Metal income
35,851 metal / 5 min
73.1
20m
Energy income
2,009,221 energy / 5 min
75.7
20m
Military construction
17,050 metal / 5 min
95.4
OVERALL #2DonGarilloAccount 548352 · OS 30.0416 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.
Dimension
Score
Weight
Points added
Net combat exchange
49.9
15%
7.5
Metal income
66.1
50%
33.0
Energy income
56.7
10%
5.7
Military construction
56.8
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
Unknown
0.0%
5m
Nearby cover of threatened allied assets
0.0 metal
100.0%
5m
Enemy force near the starting area
0.0 metal
100.0%
10m
Army near recorded enemy forces
0.0%
6.2%
10m
Nearby cover of threatened allied assets
32.9 metal
93.8%
10m
Enemy force near the starting area
0.0 metal
93.8%
15m
Army near recorded enemy forces
6.0%
68.8%
15m
Nearby cover of threatened allied assets
749.7 metal
81.2%
15m
Enemy force near the starting area
0.0 metal
81.2%
20m
Army near recorded enemy forces
9.1%
62.5%
20m
Nearby cover of threatened allied assets
419.3 metal
62.5%
20m
Enemy force near the starting area
0.0 metal
62.5%
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: 86.2Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
49.6
5m
Metal income
4,959 metal / 5 min
87.7
5m
Energy income
52,045 energy / 5 min
37.0
5m
Military construction
0 metal / 5 min
38.8
10m
Net combat exchange
0 metal / 5 min
53.0
10m
Metal income
10,810 metal / 5 min
93.7
10m
Energy income
232,259 energy / 5 min
93.7
10m
Military construction
565 metal / 5 min
68.6
15m
Net combat exchange
3,080 metal / 5 min
97.8
15m
Metal income
27,078 metal / 5 min
98.5
15m
Energy income
1,244,464 energy / 5 min
98.3
15m
Military construction
9,921 metal / 5 min
98.3
20m
Net combat exchange
12,534 metal / 5 min
96.7
20m
Metal income
42,481 metal / 5 min
88.3
20m
Energy income
2,385,662 energy / 5 min
86.5
20m
Military construction
8,781 metal / 5 min
75.5
Weaker measured game ↗ · 19 Sep 2026 · Won Game index 49.2 · 5m: 67.7 · 10m: 70.9 · 15m: 29.2Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
49.6
5m
Metal income
5,004 metal / 5 min
91.9
5m
Energy income
54,281 energy / 5 min
46.5
5m
Military construction
0 metal / 5 min
38.8
10m
Net combat exchange
0 metal / 5 min
53.0
10m
Metal income
9,645 metal / 5 min
83.4
10m
Energy income
120,311 energy / 5 min
27.0
10m
Military construction
681 metal / 5 min
73.9
15m
Net combat exchange
-2,074 metal / 5 min
1.6
15m
Metal income
12,614 metal / 5 min
11.1
15m
Energy income
463,774 energy / 5 min
35.3
15m
Military construction
4,319 metal / 5 min
79.5
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: 83.7Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
51.4
5m
Metal income
4,831 metal / 5 min
66.2
5m
Energy income
53,005 energy / 5 min
30.7
5m
Military construction
0 metal / 5 min
41.4
10m
Net combat exchange
0 metal / 5 min
50.7
10m
Metal income
9,487 metal / 5 min
73.0
10m
Energy income
118,686 energy / 5 min
18.8
10m
Military construction
0 metal / 5 min
19.7
15m
Net combat exchange
0 metal / 5 min
51.6
15m
Metal income
28,895 metal / 5 min
100.0
15m
Energy income
1,203,579 energy / 5 min
98.5
15m
Military construction
1,150 metal / 5 min
21.6
20m
Net combat exchange
0 metal / 5 min
35.3
20m
Metal income
67,109 metal / 5 min
100.0
20m
Energy income
4,240,136 energy / 5 min
100.0
20m
Military construction
5,719 metal / 5 min
53.1
25m
Net combat exchange
5,751 metal / 5 min
84.3
25m
Metal income
92,742 metal / 5 min
99.2
25m
Energy income
5,550,902 energy / 5 min
94.7
25m
Military construction
46,241 metal / 5 min
100.0
30m
Net combat exchange
-2,171 metal / 5 min
18.0
30m
Metal income
141,442 metal / 5 min
93.7
30m
Energy income
9,388,244 energy / 5 min
93.7
30m
Military construction
70,002 metal / 5 min
99.1
OVERALL #3El_TurcoAccount 99394 · OS 30.0614 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.
Dimension
Score
Weight
Points added
Net combat exchange
48.2
15%
7.2
Metal income
61.9
50%
31.0
Energy income
64.8
10%
6.5
Military construction
55.9
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
0.0%
7.1%
5m
Nearby cover of threatened allied assets
0.0 metal
100.0%
5m
Enemy force near the starting area
0.0 metal
100.0%
10m
Army near recorded enemy forces
50.5%
42.9%
10m
Nearby cover of threatened allied assets
252.7 metal
78.6%
10m
Enemy force near the starting area
0.0 metal
78.6%
15m
Army near recorded enemy forces
15.1%
50.0%
15m
Nearby cover of threatened allied assets
232.5 metal
71.4%
15m
Enemy force near the starting area
0.0 metal
71.4%
20m
Army near recorded enemy forces
28.8%
42.9%
20m
Nearby cover of threatened allied assets
1,829.3 metal
42.9%
20m
Enemy force near the starting area
12.2 metal
42.9%
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: 79.5Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
49.6
5m
Metal income
5,241 metal / 5 min
98.4
5m
Energy income
71,710 energy / 5 min
92.0
5m
Military construction
0 metal / 5 min
38.8
10m
Net combat exchange
120 metal / 5 min
94.8
10m
Metal income
9,364 metal / 5 min
78.5
10m
Energy income
145,640 energy / 5 min
48.3
10m
Military construction
1,352 metal / 5 min
88.2
15m
Net combat exchange
-836 metal / 5 min
3.8
15m
Metal income
32,556 metal / 5 min
99.8
15m
Energy income
936,613 energy / 5 min
89.8
15m
Military construction
4,374 metal / 5 min
80.1
Weaker measured game ↗ · 17 Sep 2026 · Lost Game index 46.0 · 5m: 46.0Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
50.7
5m
Metal income
4,386 metal / 5 min
40.2
5m
Energy income
66,681 energy / 5 min
79.7
5m
Military construction
0 metal / 5 min
41.1
Typical measured game ↗ · 16 Sep 2026 · Lost Game index 68.9 · 5m: 66.7 · 10m: 70.3 · 15m: 69.2Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
49.6
5m
Metal income
4,905 metal / 5 min
79.9
5m
Energy income
75,139 energy / 5 min
96.4
5m
Military construction
0 metal / 5 min
38.8
10m
Net combat exchange
0 metal / 5 min
53.0
10m
Metal income
10,598 metal / 5 min
92.8
10m
Energy income
248,763 energy / 5 min
95.7
10m
Military construction
0 metal / 5 min
25.6
15m
Net combat exchange
0 metal / 5 min
53.4
15m
Metal income
25,723 metal / 5 min
97.2
15m
Energy income
1,084,111 energy / 5 min
95.0
15m
Military construction
160 metal / 5 min
12.3
4OVERALL #4FakepilotAccount 390855 · OS 33.9218 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.
Dimension
Score
Weight
Points added
Net combat exchange
47.5
15%
7.1
Metal income
65.2
50%
32.6
Energy income
59.1
10%
5.9
Military construction
51.8
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
Unknown
0.0%
5m
Nearby cover of threatened allied assets
0.0 metal
100.0%
5m
Enemy force near the starting area
9.4 metal
100.0%
10m
Army near recorded enemy forces
27.8%
50.0%
10m
Nearby cover of threatened allied assets
35.4 metal
100.0%
10m
Enemy force near the starting area
0.0 metal
100.0%
15m
Army near recorded enemy forces
8.8%
27.8%
15m
Nearby cover of threatened allied assets
27.9 metal
77.8%
15m
Enemy force near the starting area
0.0 metal
77.8%
20m
Army near recorded enemy forces
29.2%
33.3%
20m
Nearby cover of threatened allied assets
678.4 metal
50.0%
20m
Enemy force near the starting area
0.0 metal
50.0%
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: 78.4Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
50.5
5m
Metal income
4,854 metal / 5 min
74.2
5m
Energy income
73,015 energy / 5 min
87.1
5m
Military construction
674 metal / 5 min
97.3
10m
Net combat exchange
0 metal / 5 min
50.5
10m
Metal income
10,182 metal / 5 min
88.3
10m
Energy income
180,162 energy / 5 min
75.1
10m
Military construction
729 metal / 5 min
76.6
Weaker measured game ↗ · 22 Sep 2026 · Lost Game index 43.9 · 5m: 66.1 · 10m: 33.8 · 15m: 24.1 · 20m: 51.9Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
50.5
5m
Metal income
5,075 metal / 5 min
93.5
5m
Energy income
48,747 energy / 5 min
21.3
5m
Military construction
0 metal / 5 min
38.5
10m
Net combat exchange
-260 metal / 5 min
0.6
10m
Metal income
8,339 metal / 5 min
54.1
10m
Energy income
75,585 energy / 5 min
2.5
10m
Military construction
0 metal / 5 min
25.7
15m
Net combat exchange
-130 metal / 5 min
16.0
15m
Metal income
15,791 metal / 5 min
34.5
15m
Energy income
395,662 energy / 5 min
26.5
15m
Military construction
0 metal / 5 min
7.2
20m
Net combat exchange
-298 metal / 5 min
12.5
20m
Metal income
41,574 metal / 5 min
80.2
20m
Energy income
2,361,208 energy / 5 min
81.0
20m
Military construction
0 metal / 5 min
7.1
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: 75.0Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
50.7
5m
Metal income
4,769 metal / 5 min
62.3
5m
Energy income
60,718 energy / 5 min
65.5
5m
Military construction
0 metal / 5 min
41.1
10m
Net combat exchange
0 metal / 5 min
51.0
10m
Metal income
9,961 metal / 5 min
84.5
10m
Energy income
192,558 energy / 5 min
79.6
10m
Military construction
1,164 metal / 5 min
85.4
15m
Net combat exchange
835 metal / 5 min
89.8
15m
Metal income
20,230 metal / 5 min
69.7
15m
Energy income
902,498 energy / 5 min
86.7
15m
Military construction
5,460 metal / 5 min
89.0
20m
Net combat exchange
-302 metal / 5 min
15.1
20m
Metal income
39,868 metal / 5 min
77.8
20m
Energy income
2,527,311 energy / 5 min
88.5
20m
Military construction
543 metal / 5 min
12.0
25m
Net combat exchange
365 metal / 5 min
58.7
25m
Metal income
65,308 metal / 5 min
81.4
25m
Energy income
5,493,844 energy / 5 min
93.8
25m
Military construction
10,828 metal / 5 min
37.6
30m
Net combat exchange
2,720 metal / 5 min
59.6
30m
Metal income
123,869 metal / 5 min
89.4
30m
Energy income
9,574,259 energy / 5 min
95.5
30m
Military construction
31,590 metal / 5 min
47.5
5OVERALL #5[Grump]GrumpinessAccount 164394 · OS 48.6914 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.
Dimension
Score
Weight
Points added
Net combat exchange
51.1
15%
7.7
Metal income
57.8
50%
28.9
Energy income
59.0
10%
5.9
Military construction
61.3
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
100.0%
7.1%
5m
Nearby cover of threatened allied assets
1.8 metal
100.0%
5m
Enemy force near the starting area
0.0 metal
100.0%
10m
Army near recorded enemy forces
7.9%
21.4%
10m
Nearby cover of threatened allied assets
105.8 metal
92.9%
10m
Enemy force near the starting area
0.0 metal
92.9%
15m
Army near recorded enemy forces
29.8%
50.0%
15m
Nearby cover of threatened allied assets
405.4 metal
64.3%
15m
Enemy force near the starting area
278.4 metal
64.3%
20m
Army near recorded enemy forces
12.8%
35.7%
20m
Nearby cover of threatened allied assets
550.9 metal
42.9%
20m
Enemy force near the starting area
0.0 metal
42.9%
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: 99.9Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
51.3
5m
Metal income
6,847 metal / 5 min
100.0
5m
Energy income
130,043 energy / 5 min
100.0
5m
Military construction
465 metal / 5 min
90.7
10m
Net combat exchange
5,951 metal / 5 min
100.0
10m
Metal income
14,061 metal / 5 min
99.8
10m
Energy income
418,950 energy / 5 min
100.0
10m
Military construction
5,358 metal / 5 min
100.0
Weaker measured game ↗ · 16 Sep 2026 · Won Game index 45.3 · 5m: 45.3Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
50.7
5m
Metal income
4,279 metal / 5 min
35.2
5m
Energy income
78,381 energy / 5 min
97.4
5m
Military construction
0 metal / 5 min
41.2
Typical measured game ↗ · 16 Sep 2026 · Won Game index 64.4 · 5m: 66.2 · 10m: 63.3 · 15m: 64.8 · 20m: 67.5 · 25m: 62.4Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
50.7
5m
Metal income
4,772 metal / 5 min
62.7
5m
Energy income
51,544 energy / 5 min
29.7
5m
Military construction
539 metal / 5 min
97.1
10m
Net combat exchange
0 metal / 5 min
50.9
10m
Metal income
8,930 metal / 5 min
59.7
10m
Energy income
246,487 energy / 5 min
96.4
10m
Military construction
547 metal / 5 min
64.6
15m
Net combat exchange
-1,870 metal / 5 min
0.4
15m
Metal income
22,921 metal / 5 min
87.1
15m
Energy income
722,346 energy / 5 min
66.3
15m
Military construction
2,264 metal / 5 min
58.4
20m
Net combat exchange
4,672 metal / 5 min
91.6
20m
Metal income
31,293 metal / 5 min
55.7
20m
Energy income
1,705,145 energy / 5 min
53.5
20m
Military construction
12,143 metal / 5 min
82.1
25m
Net combat exchange
16,385 metal / 5 min
95.3
25m
Metal income
53,160 metal / 5 min
61.2
25m
Energy income
3,330,300 energy / 5 min
65.0
25m
Military construction
12,950 metal / 5 min
44.0
6OVERALL #6AmrissaAccount 254941 · OS 39.2319 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.
Dimension
Score
Weight
Points added
Net combat exchange
54.7
15%
8.2
Metal income
56.8
50%
28.4
Energy income
49.7
10%
5.0
Military construction
63.3
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
0.0%
5.3%
5m
Nearby cover of threatened allied assets
0.0 metal
100.0%
5m
Enemy force near the starting area
0.0 metal
100.0%
10m
Army near recorded enemy forces
49.8%
36.8%
10m
Nearby cover of threatened allied assets
90.9 metal
89.5%
10m
Enemy force near the starting area
0.0 metal
89.5%
15m
Army near recorded enemy forces
42.3%
68.4%
15m
Nearby cover of threatened allied assets
279.9 metal
78.9%
15m
Enemy force near the starting area
0.0 metal
78.9%
20m
Army near recorded enemy forces
29.9%
36.8%
20m
Nearby cover of threatened allied assets
779.2 metal
36.8%
20m
Enemy force near the starting area
0.0 metal
36.8%
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: 90.2Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
50.6
5m
Metal income
4,911 metal / 5 min
84.6
5m
Energy income
63,745 energy / 5 min
79.0
5m
Military construction
524 metal / 5 min
95.0
10m
Net combat exchange
0 metal / 5 min
51.6
10m
Metal income
10,084 metal / 5 min
83.0
10m
Energy income
179,976 energy / 5 min
68.8
10m
Military construction
26 metal / 5 min
53.0
15m
Net combat exchange
7,444 metal / 5 min
98.5
15m
Metal income
24,851 metal / 5 min
92.3
15m
Energy income
746,023 energy / 5 min
72.9
15m
Military construction
5,826 metal / 5 min
87.7
Weaker measured game ↗ · 22 Sep 2026 · Lost Game index 48.4 · 5m: 44.9 · 10m: 66.6 · 15m: 41.1Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
47.8
5m
Metal income
3,901 metal / 5 min
20.1
5m
Energy income
49,629 energy / 5 min
30.0
5m
Military construction
1,021 metal / 5 min
98.8
10m
Net combat exchange
0 metal / 5 min
52.2
10m
Metal income
9,107 metal / 5 min
73.7
10m
Energy income
129,463 energy / 5 min
33.4
10m
Military construction
1,072 metal / 5 min
74.3
15m
Net combat exchange
0 metal / 5 min
53.6
15m
Metal income
13,308 metal / 5 min
20.5
15m
Energy income
418,251 energy / 5 min
29.1
15m
Military construction
4,404 metal / 5 min
79.5
Typical measured game ↗ · 20 Sep 2026 · Lost Game index 62.1 · 5m: 79.1 · 10m: 69.6 · 15m: 49.8Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
50.6
5m
Metal income
4,926 metal / 5 min
85.6
5m
Energy income
55,871 energy / 5 min
54.8
5m
Military construction
294 metal / 5 min
92.7
10m
Net combat exchange
162 metal / 5 min
95.9
10m
Metal income
8,252 metal / 5 min
46.6
10m
Energy income
182,784 energy / 5 min
71.3
10m
Military construction
3,455 metal / 5 min
99.0
15m
Net combat exchange
-2,090 metal / 5 min
3.3
15m
Metal income
17,014 metal / 5 min
44.3
15m
Energy income
425,744 energy / 5 min
36.4
15m
Military construction
8,977 metal / 5 min
94.1
7OVERALL #7AdeusAccount 96031 · OS 35.5013 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.
Dimension
Score
Weight
Points added
Net combat exchange
50.4
15%
7.6
Metal income
58.2
50%
29.1
Energy income
51.9
10%
5.2
Military construction
58.8
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
0.0%
7.7%
5m
Nearby cover of threatened allied assets
0.0 metal
100.0%
5m
Enemy force near the starting area
0.0 metal
100.0%
10m
Army near recorded enemy forces
100.0%
15.4%
10m
Nearby cover of threatened allied assets
79.7 metal
76.9%
10m
Enemy force near the starting area
0.0 metal
76.9%
15m
Army near recorded enemy forces
16.7%
46.2%
15m
Nearby cover of threatened allied assets
267.6 metal
53.8%
15m
Enemy force near the starting area
0.0 metal
53.8%
20m
Army near recorded enemy forces
38.4%
30.8%
20m
Nearby cover of threatened allied assets
3,436.7 metal
46.2%
20m
Enemy force near the starting area
410.8 metal
46.2%
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: 70.6Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
52.4
5m
Metal income
4,827 metal / 5 min
66.5
5m
Energy income
53,925 energy / 5 min
44.8
5m
Military construction
1,400 metal / 5 min
100.0
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: 56.7Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-51 metal / 5 min
5.9
5m
Metal income
4,847 metal / 5 min
70.3
5m
Energy income
47,251 energy / 5 min
14.8
5m
Military construction
650 metal / 5 min
96.2
10m
Net combat exchange
0 metal / 5 min
58.5
10m
Metal income
7,987 metal / 5 min
49.1
10m
Energy income
97,910 energy / 5 min
16.7
10m
Military construction
0 metal / 5 min
26.0
15m
Net combat exchange
922 metal / 5 min
91.0
15m
Metal income
15,371 metal / 5 min
32.3
15m
Energy income
484,753 energy / 5 min
36.6
15m
Military construction
3,328 metal / 5 min
75.6
20m
Net combat exchange
26 metal / 5 min
62.0
20m
Metal income
28,008 metal / 5 min
35.9
20m
Energy income
1,390,623 energy / 5 min
30.7
20m
Military construction
3,668 metal / 5 min
45.0
25m
Net combat exchange
596 metal / 5 min
59.6
25m
Metal income
37,687 metal / 5 min
29.2
25m
Energy income
2,561,342 energy / 5 min
35.9
25m
Military construction
14,716 metal / 5 min
48.1
30m
Net combat exchange
23,970 metal / 5 min
88.9
30m
Metal income
63,764 metal / 5 min
38.9
30m
Energy income
4,666,259 energy / 5 min
38.5
30m
Military construction
47,333 metal / 5 min
80.4
Typical measured game ↗ · 15 Sep 2026 · Lost Game index 61.1 · 5m: 59.3 · 10m: 62.9Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
52.4
5m
Metal income
4,686 metal / 5 min
43.4
5m
Energy income
54,694 energy / 5 min
47.6
5m
Military construction
1,670 metal / 5 min
100.0
10m
Net combat exchange
0 metal / 5 min
55.8
10m
Metal income
8,552 metal / 5 min
60.0
10m
Energy income
146,440 energy / 5 min
48.3
10m
Military construction
680 metal / 5 min
78.9
8OVERALL #8FullchordAccount 93300 · OS 35.3319 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.
Dimension
Score
Weight
Points added
Net combat exchange
50.6
15%
7.6
Metal income
56.0
50%
28.0
Energy income
49.3
10%
4.9
Military construction
61.0
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
0.0%
5.3%
5m
Nearby cover of threatened allied assets
0.0 metal
100.0%
5m
Enemy force near the starting area
0.0 metal
100.0%
10m
Army near recorded enemy forces
Unknown
0.0%
10m
Nearby cover of threatened allied assets
0.0 metal
68.4%
10m
Enemy force near the starting area
0.0 metal
68.4%
15m
Army near recorded enemy forces
16.3%
26.3%
15m
Nearby cover of threatened allied assets
276.3 metal
57.9%
15m
Enemy force near the starting area
0.0 metal
57.9%
20m
Army near recorded enemy forces
46.7%
31.6%
20m
Nearby cover of threatened allied assets
251.5 metal
52.6%
20m
Enemy force near the starting area
0.0 metal
52.6%
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: 93.3Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
49.6
5m
Metal income
4,625 metal / 5 min
54.6
5m
Energy income
63,336 energy / 5 min
75.7
5m
Military construction
122 metal / 5 min
85.0
10m
Net combat exchange
0 metal / 5 min
53.0
10m
Metal income
8,371 metal / 5 min
55.3
10m
Energy income
209,056 energy / 5 min
89.1
10m
Military construction
263 metal / 5 min
60.5
15m
Net combat exchange
-2,325 metal / 5 min
1.5
15m
Metal income
28,394 metal / 5 min
99.1
15m
Energy income
875,819 energy / 5 min
86.4
15m
Military construction
11,700 metal / 5 min
99.7
20m
Net combat exchange
-12,152 metal / 5 min
0.5
20m
Metal income
58,792 metal / 5 min
99.7
20m
Energy income
2,183,096 energy / 5 min
81.0
20m
Military construction
8,553 metal / 5 min
74.9
25m
Net combat exchange
-314 metal / 5 min
26.0
25m
Metal income
105,026 metal / 5 min
99.1
25m
Energy income
4,892,552 energy / 5 min
90.0
25m
Military construction
47,130 metal / 5 min
97.7
30m
Net combat exchange
33,332 metal / 5 min
96.8
30m
Metal income
134,798 metal / 5 min
94.7
30m
Energy income
6,207,417 energy / 5 min
69.8
30m
Military construction
75,790 metal / 5 min
97.8
Weaker measured game ↗ · 16 Sep 2026 · Won Game index 40.7 · 5m: 40.7Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
49.6
5m
Metal income
3,629 metal / 5 min
16.5
5m
Energy income
50,400 energy / 5 min
31.3
5m
Military construction
190 metal / 5 min
87.4
Typical measured game ↗ · 16 Sep 2026 · Won Game index 61.5 · 5m: 61.1 · 10m: 45.5 · 15m: 83.1 · 20m: 56.2Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
49.6
5m
Metal income
4,448 metal / 5 min
44.5
5m
Energy income
62,894 energy / 5 min
75.2
5m
Military construction
499 metal / 5 min
95.6
10m
Net combat exchange
0 metal / 5 min
53.0
10m
Metal income
7,898 metal / 5 min
44.1
10m
Energy income
213,870 energy / 5 min
90.8
10m
Military construction
0 metal / 5 min
25.5
15m
Net combat exchange
0 metal / 5 min
53.4
15m
Metal income
22,631 metal / 5 min
88.1
15m
Energy income
963,605 energy / 5 min
91.0
15m
Military construction
6,367 metal / 5 min
87.7
20m
Net combat exchange
1,865 metal / 5 min
84.0
20m
Metal income
28,576 metal / 5 min
44.8
20m
Energy income
1,470,508 energy / 5 min
45.6
20m
Military construction
6,832 metal / 5 min
66.7
9OVERALL #9CrouxyAccount 28867 · OS 36.1219 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.
Dimension
Score
Weight
Points added
Net combat exchange
51.6
15%
7.7
Metal income
50.1
50%
25.1
Energy income
45.4
10%
4.5
Military construction
59.3
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
0.0%
10.5%
5m
Nearby cover of threatened allied assets
0.0 metal
100.0%
5m
Enemy force near the starting area
0.0 metal
100.0%
10m
Army near recorded enemy forces
60.0%
26.3%
10m
Nearby cover of threatened allied assets
62.2 metal
94.7%
10m
Enemy force near the starting area
0.0 metal
94.7%
15m
Army near recorded enemy forces
47.3%
26.3%
15m
Nearby cover of threatened allied assets
58.2 metal
94.7%
15m
Enemy force near the starting area
0.0 metal
94.7%
20m
Army near recorded enemy forces
22.8%
52.6%
20m
Nearby cover of threatened allied assets
352.0 metal
73.7%
20m
Enemy force near the starting area
0.0 metal
73.7%
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: 81.9Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
49.6
5m
Metal income
5,226 metal / 5 min
98.3
5m
Energy income
50,553 energy / 5 min
32.0
5m
Military construction
199 metal / 5 min
88.4
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: 12.2Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
49.6
5m
Metal income
4,793 metal / 5 min
70.6
5m
Energy income
65,717 energy / 5 min
81.6
5m
Military construction
543 metal / 5 min
96.1
10m
Net combat exchange
-130 metal / 5 min
8.5
10m
Metal income
9,969 metal / 5 min
86.3
10m
Energy income
219,709 energy / 5 min
92.2
10m
Military construction
2,892 metal / 5 min
99.5
15m
Net combat exchange
516 metal / 5 min
88.1
15m
Metal income
13,738 metal / 5 min
18.6
15m
Energy income
500,024 energy / 5 min
39.9
15m
Military construction
8,166 metal / 5 min
95.4
20m
Net combat exchange
-260 metal / 5 min
21.0
20m
Metal income
22,134 metal / 5 min
18.4
20m
Energy income
787,492 energy / 5 min
8.2
20m
Military construction
0 metal / 5 min
4.9
25m
Net combat exchange
-10,050 metal / 5 min
3.2
25m
Metal income
34,597 metal / 5 min
19.3
25m
Energy income
2,024,446 energy / 5 min
19.7
25m
Military construction
7,212 metal / 5 min
28.4
30m
Net combat exchange
0 metal / 5 min
43.1
30m
Metal income
23,013 metal / 5 min
6.0
30m
Energy income
1,909,525 energy / 5 min
7.6
30m
Military construction
3,642 metal / 5 min
7.8
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: 21.2Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
49.6
5m
Metal income
5,336 metal / 5 min
99.5
5m
Energy income
83,368 energy / 5 min
99.5
5m
Military construction
650 metal / 5 min
96.9
10m
Net combat exchange
-200 metal / 5 min
4.0
10m
Metal income
12,370 metal / 5 min
98.0
10m
Energy income
213,141 energy / 5 min
90.8
10m
Military construction
1,577 metal / 5 min
93.5
15m
Net combat exchange
-369 metal / 5 min
10.0
15m
Metal income
13,509 metal / 5 min
17.6
15m
Energy income
528,241 energy / 5 min
45.0
15m
Military construction
6,523 metal / 5 min
89.0
20m
Net combat exchange
22,920 metal / 5 min
99.2
20m
Metal income
20,296 metal / 5 min
13.3
20m
Energy income
1,363,263 energy / 5 min
40.8
20m
Military construction
10,887 metal / 5 min
84.3
25m
Net combat exchange
29,746 metal / 5 min
99.5
25m
Metal income
24,228 metal / 5 min
6.3
25m
Energy income
1,613,368 energy / 5 min
11.5
25m
Military construction
17,158 metal / 5 min
55.9
30m
Net combat exchange
5,781 metal / 5 min
77.1
30m
Metal income
28,399 metal / 5 min
8.4
30m
Energy income
1,611,127 energy / 5 min
7.1
30m
Military construction
12,048 metal / 5 min
18.9
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 #1HerbiderpiAccount 295559 · OS 30.2125 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.
Dimension
Score
Weight
Points added
Net combat exchange
52.4
45%
23.6
Metal income
70.4
20%
14.1
Energy income
68.3
10%
6.8
Military construction
48.9
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
6.0%
100.0%
5m
Nearby cover of threatened allied assets
62.1 metal
100.0%
5m
Enemy force near the starting area
0.0 metal
100.0%
10m
Army near recorded enemy forces
8.4%
88.0%
10m
Nearby cover of threatened allied assets
223.1 metal
88.0%
10m
Enemy force near the starting area
13.5 metal
88.0%
15m
Army near recorded enemy forces
12.1%
72.0%
15m
Nearby cover of threatened allied assets
1,324.0 metal
72.0%
15m
Enemy force near the starting area
0.0 metal
72.0%
20m
Army near recorded enemy forces
16.3%
44.0%
20m
Nearby cover of threatened allied assets
329.8 metal
48.0%
20m
Enemy force near the starting area
32.5 metal
48.0%
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: 92.6Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
52 metal / 5 min
85.4
5m
Metal income
2,874 metal / 5 min
70.0
5m
Energy income
75,783 energy / 5 min
97.3
5m
Military construction
442 metal / 5 min
41.4
10m
Net combat exchange
190 metal / 5 min
77.8
10m
Metal income
8,592 metal / 5 min
64.6
10m
Energy income
206,911 energy / 5 min
88.9
10m
Military construction
0 metal / 5 min
0.8
15m
Net combat exchange
2,798 metal / 5 min
96.6
15m
Metal income
19,691 metal / 5 min
100.0
15m
Energy income
721,359 energy / 5 min
84.5
15m
Military construction
6,482 metal / 5 min
82.8
Weaker measured game ↗ · 20 Sep 2026 · Lost Game index 36.0 · 5m: 64.3 · 10m: 51.0 · 15m: 14.4Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
58 metal / 5 min
83.5
5m
Metal income
2,834 metal / 5 min
63.1
5m
Energy income
68,963 energy / 5 min
96.5
5m
Military construction
365 metal / 5 min
17.8
10m
Net combat exchange
-144 metal / 5 min
25.1
10m
Metal income
7,356 metal / 5 min
62.4
10m
Energy income
225,635 energy / 5 min
91.9
10m
Military construction
1,808 metal / 5 min
72.0
15m
Net combat exchange
-4,164 metal / 5 min
0.0
15m
Metal income
13,787 metal / 5 min
50.2
15m
Energy income
204,250 energy / 5 min
11.6
15m
Military construction
1,842 metal / 5 min
12.8
Typical measured game ↗ · 22 Sep 2026 · Won Game index 62.2 · 5m: 51.5 · 10m: 74.4 · 15m: 61.5Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
43.0
5m
Metal income
3,761 metal / 5 min
100.0
5m
Energy income
57,486 energy / 5 min
82.9
5m
Military construction
292 metal / 5 min
15.4
10m
Net combat exchange
0 metal / 5 min
58.2
10m
Metal income
13,113 metal / 5 min
100.0
10m
Energy income
357,070 energy / 5 min
100.0
10m
Military construction
1,552 metal / 5 min
73.0
15m
Net combat exchange
0 metal / 5 min
61.4
15m
Metal income
29,515 metal / 5 min
100.0
15m
Energy income
1,458,149 energy / 5 min
100.0
15m
Military construction
2,042 metal / 5 min
15.4
OVERALL #2Dad_The_SpeedrunnerAccount 47173 · OS 34.5717 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.
Dimension
Score
Weight
Points added
Net combat exchange
53.7
45%
24.2
Metal income
65.6
20%
13.1
Energy income
64.1
10%
6.4
Military construction
46.9
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
2.4%
100.0%
5m
Nearby cover of threatened allied assets
20.4 metal
100.0%
5m
Enemy force near the starting area
0.0 metal
100.0%
10m
Army near recorded enemy forces
11.6%
88.2%
10m
Nearby cover of threatened allied assets
120.6 metal
88.2%
10m
Enemy force near the starting area
0.0 metal
88.2%
15m
Army near recorded enemy forces
6.5%
70.6%
15m
Nearby cover of threatened allied assets
263.0 metal
70.6%
15m
Enemy force near the starting area
0.0 metal
70.6%
20m
Army near recorded enemy forces
14.3%
58.8%
20m
Nearby cover of threatened allied assets
2,072.9 metal
58.8%
20m
Enemy force near the starting area
120.0 metal
58.8%
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: 91.4Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
51 metal / 5 min
74.6
5m
Metal income
3,344 metal / 5 min
93.6
5m
Energy income
47,993 energy / 5 min
47.3
5m
Military construction
219 metal / 5 min
8.2
10m
Net combat exchange
250 metal / 5 min
89.7
10m
Metal income
10,939 metal / 5 min
98.0
10m
Energy income
200,094 energy / 5 min
84.8
10m
Military construction
2,403 metal / 5 min
91.9
Weaker measured game ↗ · 20 Sep 2026 · Lost Game index 22.5 · 5m: 22.5Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-51 metal / 5 min
11.8
5m
Metal income
2,730 metal / 5 min
37.2
5m
Energy income
52,953 energy / 5 min
69.3
5m
Military construction
275 metal / 5 min
11.4
Typical measured game ↗ · 21 Sep 2026 · Lost Game index 63.5 · 5m: 50.9 · 10m: 76.1Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
45.0
5m
Metal income
3,502 metal / 5 min
98.3
5m
Energy income
60,159 energy / 5 min
86.0
5m
Military construction
219 metal / 5 min
9.5
10m
Net combat exchange
0 metal / 5 min
49.6
10m
Metal income
11,277 metal / 5 min
97.9
10m
Energy income
258,319 energy / 5 min
92.0
10m
Military construction
3,868 metal / 5 min
100.0
OVERALL #3Ecky9Account 344899 · OS 32.0010 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.
Dimension
Score
Weight
Points added
Net combat exchange
58.6
45%
26.4
Metal income
48.9
20%
9.8
Energy income
46.5
10%
4.7
Military construction
57.0
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
17.1%
100.0%
5m
Nearby cover of threatened allied assets
100.2 metal
100.0%
5m
Enemy force near the starting area
0.0 metal
100.0%
10m
Army near recorded enemy forces
15.1%
80.0%
10m
Nearby cover of threatened allied assets
420.6 metal
90.0%
10m
Enemy force near the starting area
0.0 metal
90.0%
15m
Army near recorded enemy forces
24.8%
90.0%
15m
Nearby cover of threatened allied assets
354.0 metal
90.0%
15m
Enemy force near the starting area
0.0 metal
90.0%
20m
Army near recorded enemy forces
41.3%
30.0%
20m
Nearby cover of threatened allied assets
104.5 metal
30.0%
20m
Enemy force near the starting area
0.0 metal
30.0%
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: 78.7Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
125 metal / 5 min
92.7
5m
Metal income
2,713 metal / 5 min
33.5
5m
Energy income
43,825 energy / 5 min
33.7
5m
Military construction
677 metal / 5 min
74.3
10m
Net combat exchange
51 metal / 5 min
71.9
10m
Metal income
10,926 metal / 5 min
97.3
10m
Energy income
147,126 energy / 5 min
40.1
10m
Military construction
210 metal / 5 min
5.0
15m
Net combat exchange
1,164 metal / 5 min
92.6
15m
Metal income
12,722 metal / 5 min
36.2
15m
Energy income
443,960 energy / 5 min
53.1
15m
Military construction
8,848 metal / 5 min
97.7
Weaker measured game ↗ · 15 Sep 2026 · Won Game index 42.1 · 5m: 44.7 · 10m: 42.1 · 15m: 40.8Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
35.2
5m
Metal income
2,767 metal / 5 min
51.7
5m
Energy income
48,589 energy / 5 min
47.8
5m
Military construction
446 metal / 5 min
55.0
10m
Net combat exchange
0 metal / 5 min
54.0
10m
Metal income
8,643 metal / 5 min
55.7
10m
Energy income
114,630 energy / 5 min
6.8
10m
Military construction
753 metal / 5 min
23.9
15m
Net combat exchange
-445 metal / 5 min
32.4
15m
Metal income
12,628 metal / 5 min
11.8
15m
Energy income
407,109 energy / 5 min
20.6
15m
Military construction
8,696 metal / 5 min
87.3
Typical measured game ↗ · 19 Sep 2026 · Lost Game index 59.9 · 5m: 70.0 · 10m: 26.0 · 15m: 71.9Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
190 metal / 5 min
96.6
5m
Metal income
2,564 metal / 5 min
10.2
5m
Energy income
49,326 energy / 5 min
55.5
5m
Military construction
693 metal / 5 min
75.7
10m
Net combat exchange
-98 metal / 5 min
25.8
10m
Metal income
6,594 metal / 5 min
39.3
10m
Energy income
170,822 energy / 5 min
56.5
10m
Military construction
37 metal / 5 min
3.5
15m
Net combat exchange
52 metal / 5 min
72.1
15m
Metal income
14,670 metal / 5 min
50.4
15m
Energy income
517,061 energy / 5 min
59.5
15m
Military construction
7,586 metal / 5 min
93.6
4OVERALL #4FakepilotAccount 390855 · OS 33.9210 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.
Dimension
Score
Weight
Points added
Net combat exchange
51.0
45%
23.0
Metal income
70.0
20%
14.0
Energy income
65.6
10%
6.6
Military construction
44.5
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
6.7%
100.0%
5m
Nearby cover of threatened allied assets
97.8 metal
100.0%
5m
Enemy force near the starting area
0.0 metal
100.0%
10m
Army near recorded enemy forces
0.6%
80.0%
10m
Nearby cover of threatened allied assets
26.3 metal
80.0%
10m
Enemy force near the starting area
0.0 metal
80.0%
15m
Army near recorded enemy forces
18.9%
60.0%
15m
Nearby cover of threatened allied assets
1,998.7 metal
60.0%
15m
Enemy force near the starting area
0.0 metal
60.0%
20m
Army near recorded enemy forces
31.0%
30.0%
20m
Nearby cover of threatened allied assets
1,620.5 metal
40.0%
20m
Enemy force near the starting area
0.0 metal
40.0%
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: 66.4Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
102 metal / 5 min
85.9
5m
Metal income
3,341 metal / 5 min
96.4
5m
Energy income
62,629 energy / 5 min
91.1
5m
Military construction
292 metal / 5 min
16.8
10m
Net combat exchange
190 metal / 5 min
92.4
10m
Metal income
10,456 metal / 5 min
90.3
10m
Energy income
193,284 energy / 5 min
72.7
10m
Military construction
665 metal / 5 min
21.0
15m
Net combat exchange
4,981 metal / 5 min
99.1
15m
Metal income
18,571 metal / 5 min
92.0
15m
Energy income
830,472 energy / 5 min
94.4
15m
Military construction
5,239 metal / 5 min
76.4
20m
Net combat exchange
14,604 metal / 5 min
98.0
20m
Metal income
24,463 metal / 5 min
76.6
20m
Energy income
1,564,777 energy / 5 min
90.1
20m
Military construction
14,405 metal / 5 min
96.6
25m
Net combat exchange
102 metal / 5 min
50.4
25m
Metal income
32,494 metal / 5 min
66.2
25m
Energy income
1,565,894 energy / 5 min
57.3
25m
Military construction
4,715 metal / 5 min
9.4
30m
Net combat exchange
10,292 metal / 5 min
92.8
30m
Metal income
36,368 metal / 5 min
46.7
30m
Energy income
2,665,616 energy / 5 min
61.0
30m
Military construction
14,502 metal / 5 min
36.9
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: 14.8Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-74 metal / 5 min
5.8
5m
Metal income
3,496 metal / 5 min
98.1
5m
Energy income
47,171 energy / 5 min
41.4
5m
Military construction
102 metal / 5 min
4.8
10m
Net combat exchange
-51 metal / 5 min
26.6
10m
Metal income
12,015 metal / 5 min
97.8
10m
Energy income
159,719 energy / 5 min
51.1
10m
Military construction
0 metal / 5 min
2.0
15m
Net combat exchange
0 metal / 5 min
54.4
15m
Metal income
22,066 metal / 5 min
99.0
15m
Energy income
946,415 energy / 5 min
97.9
15m
Military construction
6,928 metal / 5 min
91.6
20m
Net combat exchange
11,246 metal / 5 min
99.2
20m
Metal income
26,693 metal / 5 min
83.2
20m
Energy income
1,740,202 energy / 5 min
94.3
20m
Military construction
5,828 metal / 5 min
37.5
25m
Net combat exchange
0 metal / 5 min
34.0
25m
Metal income
0 metal / 5 min
0.3
25m
Energy income
0 energy / 5 min
0.3
25m
Military construction
0 metal / 5 min
0.7
30m
Net combat exchange
0 metal / 5 min
31.6
30m
Metal income
0 metal / 5 min
0.4
30m
Energy income
0 energy / 5 min
0.4
30m
Military construction
0 metal / 5 min
1.8
Typical measured game ↗ · 19 Sep 2026 · Won Game index 62.8 · 5m: 68.9 · 10m: 56.8Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
173 metal / 5 min
99.3
5m
Metal income
2,760 metal / 5 min
52.3
5m
Energy income
54,195 energy / 5 min
79.1
5m
Military construction
219 metal / 5 min
23.5
10m
Net combat exchange
52 metal / 5 min
67.9
10m
Metal income
10,659 metal / 5 min
98.9
10m
Energy income
171,706 energy / 5 min
62.2
10m
Military construction
0 metal / 5 min
0.8
5OVERALL #5HunforeAccount 343829 · OS 33.6812 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.
Dimension
Score
Weight
Points added
Net combat exchange
48.4
45%
21.8
Metal income
45.9
20%
9.2
Energy income
55.9
10%
5.6
Military construction
56.4
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
0.0%
100.0%
5m
Nearby cover of threatened allied assets
24.5 metal
100.0%
5m
Enemy force near the starting area
0.0 metal
100.0%
10m
Army near recorded enemy forces
11.3%
75.0%
10m
Nearby cover of threatened allied assets
1,345.4 metal
75.0%
10m
Enemy force near the starting area
0.0 metal
75.0%
15m
Army near recorded enemy forces
20.1%
66.7%
15m
Nearby cover of threatened allied assets
872.5 metal
66.7%
15m
Enemy force near the starting area
199.5 metal
66.7%
20m
Army near recorded enemy forces
50.2%
41.7%
20m
Nearby cover of threatened allied assets
4,283.1 metal
41.7%
20m
Enemy force near the starting area
0.0 metal
41.7%
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: 71.8Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
125 metal / 5 min
91.9
5m
Metal income
2,504 metal / 5 min
6.2
5m
Energy income
61,433 energy / 5 min
84.5
5m
Military construction
791 metal / 5 min
82.9
Weaker measured game ↗ · 21 Sep 2026 · Lost Game index 34.5 · 5m: 68.6 · 10m: 72.9 · 15m: 46.8 · 20m: 7.0 · 25m: 5.8Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
74 metal / 5 min
84.7
5m
Metal income
2,726 metal / 5 min
48.8
5m
Energy income
64,580 energy / 5 min
94.1
5m
Military construction
512 metal / 5 min
45.3
10m
Net combat exchange
52 metal / 5 min
76.2
10m
Metal income
8,340 metal / 5 min
67.6
10m
Energy income
210,656 energy / 5 min
81.6
10m
Military construction
1,666 metal / 5 min
67.4
15m
Net combat exchange
-578 metal / 5 min
22.0
15m
Metal income
13,683 metal / 5 min
33.5
15m
Energy income
558,207 energy / 5 min
68.7
15m
Military construction
7,833 metal / 5 min
93.5
20m
Net combat exchange
-4,817 metal / 5 min
3.6
20m
Metal income
15,451 metal / 5 min
16.7
20m
Energy income
324,109 energy / 5 min
5.4
20m
Military construction
2,615 metal / 5 min
6.2
25m
Net combat exchange
-8,938 metal / 5 min
5.9
25m
Metal income
3,876 metal / 5 min
3.9
25m
Energy income
117,868 energy / 5 min
3.9
25m
Military construction
1,437 metal / 5 min
7.8
Typical measured game ↗ · 22 Sep 2026 · Won Game index 52.3 · 5m: 52.3Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
43.4
5m
Metal income
2,835 metal / 5 min
64.2
5m
Energy income
50,504 energy / 5 min
60.7
5m
Military construction
488 metal / 5 min
55.4
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 #1FeatherPAccount 261851 · OS 30.0110 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.
Dimension
Score
Weight
Points added
Net combat exchange
60.6
40%
24.2
Metal income
48.7
30%
14.6
Energy income
46.8
10%
4.7
Military construction
50.7
20%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
28.6%
70.0%
5m
Nearby cover of threatened allied assets
27.3 metal
100.0%
5m
Enemy force near the starting area
69.5 metal
100.0%
10m
Army near recorded enemy forces
72.3%
60.0%
10m
Nearby cover of threatened allied assets
283.4 metal
80.0%
10m
Enemy force near the starting area
382.5 metal
80.0%
15m
Army near recorded enemy forces
84.5%
40.0%
15m
Nearby cover of threatened allied assets
332.0 metal
60.0%
15m
Enemy force near the starting area
0.0 metal
60.0%
20m
Army near recorded enemy forces
44.7%
60.0%
20m
Nearby cover of threatened allied assets
3,077.8 metal
60.0%
20m
Enemy force near the starting area
373.2 metal
60.0%
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: 77.8Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
51 metal / 5 min
94.6
5m
Metal income
1,842 metal / 5 min
17.4
5m
Energy income
32,131 energy / 5 min
72.7
5m
Military construction
303 metal / 5 min
76.2
10m
Net combat exchange
4,336 metal / 5 min
97.4
10m
Metal income
5,406 metal / 5 min
53.7
10m
Energy income
165,302 energy / 5 min
66.5
10m
Military construction
2,210 metal / 5 min
80.2
Weaker measured game ↗ · 19 Sep 2026 · Won Game index 32.6 · 5m: 32.6Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
49.3
5m
Metal income
1,894 metal / 5 min
23.3
5m
Energy income
20,908 energy / 5 min
8.4
5m
Military construction
0 metal / 5 min
25.0
Typical measured game ↗ · 19 Sep 2026 · Won Game index 64.1 · 5m: 36.2 · 10m: 66.9 · 15m: 65.2 · 20m: 88.1Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
49.3
5m
Metal income
1,966 metal / 5 min
34.2
5m
Energy income
21,863 energy / 5 min
11.9
5m
Military construction
0 metal / 5 min
25.0
10m
Net combat exchange
2,731 metal / 5 min
95.2
10m
Metal income
6,696 metal / 5 min
82.5
10m
Energy income
114,362 energy / 5 min
35.9
10m
Military construction
0 metal / 5 min
2.6
15m
Net combat exchange
0 metal / 5 min
74.5
15m
Metal income
18,277 metal / 5 min
96.9
15m
Energy income
351,595 energy / 5 min
61.0
15m
Military construction
0 metal / 5 min
0.8
20m
Net combat exchange
13,473 metal / 5 min
100.0
20m
Metal income
20,646 metal / 5 min
70.7
20m
Energy income
798,816 energy / 5 min
70.1
20m
Military construction
20,757 metal / 5 min
99.3
OVERALL #2zeus_on_godAccount 269982 · OS 37.5411 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.
Dimension
Score
Weight
Points added
Net combat exchange
52.5
40%
21.0
Metal income
53.0
30%
15.9
Energy income
37.3
10%
3.7
Military construction
48.1
20%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
22.2%
27.3%
5m
Nearby cover of threatened allied assets
13.0 metal
100.0%
5m
Enemy force near the starting area
13.6 metal
100.0%
10m
Army near recorded enemy forces
60.9%
72.7%
10m
Nearby cover of threatened allied assets
280.2 metal
90.9%
10m
Enemy force near the starting area
21.0 metal
90.9%
15m
Army near recorded enemy forces
56.8%
72.7%
15m
Nearby cover of threatened allied assets
567.4 metal
81.8%
15m
Enemy force near the starting area
300.6 metal
81.8%
20m
Army near recorded enemy forces
78.0%
36.4%
20m
Nearby cover of threatened allied assets
413.4 metal
36.4%
20m
Enemy force near the starting area
0.0 metal
36.4%
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: 76.9Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
49.4
5m
Metal income
2,827 metal / 5 min
97.8
5m
Energy income
26,409 energy / 5 min
35.3
5m
Military construction
0 metal / 5 min
24.9
10m
Net combat exchange
1,817 metal / 5 min
92.9
10m
Metal income
6,463 metal / 5 min
77.5
10m
Energy income
84,947 energy / 5 min
14.0
10m
Military construction
139 metal / 5 min
8.3
15m
Net combat exchange
-1,413 metal / 5 min
42.2
15m
Metal income
15,982 metal / 5 min
87.5
15m
Energy income
392,769 energy / 5 min
71.8
15m
Military construction
7,559 metal / 5 min
91.3
20m
Net combat exchange
3,290 metal / 5 min
93.7
20m
Metal income
17,638 metal / 5 min
51.8
20m
Energy income
560,914 energy / 5 min
41.9
20m
Military construction
17,638 metal / 5 min
98.7
Weaker measured game ↗ · 21 Sep 2026 · Won Game index 30.3 · 5m: 39.3 · 10m: 13.2 · 15m: 34.3Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
53.1
5m
Metal income
2,070 metal / 5 min
39.5
5m
Energy income
20,657 energy / 5 min
10.5
5m
Military construction
0 metal / 5 min
26.1
10m
Net combat exchange
-1,545 metal / 5 min
2.7
10m
Metal income
3,650 metal / 5 min
5.4
10m
Energy income
46,850 energy / 5 min
0.0
10m
Military construction
1,100 metal / 5 min
52.3
15m
Net combat exchange
868 metal / 5 min
77.1
15m
Metal income
5,993 metal / 5 min
5.7
15m
Energy income
83,953 energy / 5 min
0.0
15m
Military construction
792 metal / 5 min
8.6
Typical measured game ↗ · 20 Sep 2026 · Won Game index 53.8 · 5m: 44.3 · 10m: 63.3Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
52.9
5m
Metal income
2,143 metal / 5 min
55.9
5m
Energy income
22,442 energy / 5 min
14.7
5m
Military construction
0 metal / 5 min
24.3
10m
Net combat exchange
564 metal / 5 min
86.7
10m
Metal income
5,948 metal / 5 min
68.3
10m
Energy income
106,114 energy / 5 min
28.3
10m
Military construction
855 metal / 5 min
26.7
OVERALL #3BoozhaAccount 236778 · OS 36.8310 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.
Dimension
Score
Weight
Points added
Net combat exchange
50.8
40%
20.3
Metal income
48.2
30%
14.5
Energy income
46.7
10%
4.7
Military construction
53.7
20%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
12.5%
80.0%
5m
Nearby cover of threatened allied assets
95.2 metal
100.0%
5m
Enemy force near the starting area
82.5 metal
100.0%
10m
Army near recorded enemy forces
72.8%
80.0%
10m
Nearby cover of threatened allied assets
247.2 metal
90.0%
10m
Enemy force near the starting area
0.0 metal
90.0%
15m
Army near recorded enemy forces
66.3%
40.0%
15m
Nearby cover of threatened allied assets
729.6 metal
50.0%
15m
Enemy force near the starting area
0.0 metal
50.0%
20m
Army near recorded enemy forces
0.0%
30.0%
20m
Nearby cover of threatened allied assets
339.8 metal
30.0%
20m
Enemy force near the starting area
0.0 metal
30.0%
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: 88.0Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-65 metal / 5 min
3.6
5m
Metal income
3,303 metal / 5 min
100.0
5m
Energy income
20,111 energy / 5 min
10.7
5m
Military construction
1,057 metal / 5 min
96.4
10m
Net combat exchange
2,058 metal / 5 min
96.3
10m
Metal income
8,181 metal / 5 min
98.1
10m
Energy income
97,373 energy / 5 min
22.6
10m
Military construction
3,120 metal / 5 min
88.9
Weaker measured game ↗ · 22 Sep 2026 · Won Game index 34.6 · 5m: 25.0 · 10m: 15.6 · 15m: 53.1 · 20m: 44.6Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-456 metal / 5 min
0.0
5m
Metal income
1,999 metal / 5 min
28.6
5m
Energy income
28,950 energy / 5 min
44.4
5m
Military construction
100 metal / 5 min
60.0
10m
Net combat exchange
-550 metal / 5 min
22.2
10m
Metal income
3,493 metal / 5 min
8.9
10m
Energy income
39,496 energy / 5 min
2.2
10m
Military construction
661 metal / 5 min
18.9
15m
Net combat exchange
51 metal / 5 min
78.3
15m
Metal income
8,639 metal / 5 min
26.7
15m
Energy income
119,710 energy / 5 min
8.0
15m
Military construction
3,711 metal / 5 min
64.7
20m
Net combat exchange
-270 metal / 5 min
71.7
20m
Metal income
11,936 metal / 5 min
20.0
20m
Energy income
250,462 energy / 5 min
17.5
20m
Military construction
7,438 metal / 5 min
40.8
Typical measured game ↗ · 20 Sep 2026 · Lost Game index 53.0 · 5m: 66.8 · 10m: 39.3Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
52.7
5m
Metal income
2,146 metal / 5 min
70.3
5m
Energy income
35,399 energy / 5 min
73.0
5m
Military construction
574 metal / 5 min
86.5
10m
Net combat exchange
514 metal / 5 min
79.7
10m
Metal income
3,803 metal / 5 min
7.8
10m
Energy income
85,393 energy / 5 min
18.0
10m
Military construction
190 metal / 5 min
16.4
4OVERALL #4HunforeAccount 343829 · OS 33.6817 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.
Dimension
Score
Weight
Points added
Net combat exchange
57.5
40%
23.0
Metal income
33.9
30%
10.2
Energy income
51.4
10%
5.1
Military construction
44.3
20%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
0.0%
35.3%
5m
Nearby cover of threatened allied assets
0.0 metal
100.0%
5m
Enemy force near the starting area
100.9 metal
100.0%
10m
Army near recorded enemy forces
73.7%
94.1%
10m
Nearby cover of threatened allied assets
208.0 metal
94.1%
10m
Enemy force near the starting area
198.8 metal
94.1%
15m
Army near recorded enemy forces
73.3%
64.7%
15m
Nearby cover of threatened allied assets
589.7 metal
64.7%
15m
Enemy force near the starting area
13.6 metal
64.7%
20m
Army near recorded enemy forces
58.2%
35.3%
20m
Nearby cover of threatened allied assets
2,822.3 metal
35.3%
20m
Enemy force near the starting area
1,657.7 metal
35.3%
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: 57.9Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
51 metal / 5 min
92.6
5m
Metal income
1,759 metal / 5 min
13.0
5m
Energy income
31,410 energy / 5 min
68.7
5m
Military construction
97 metal / 5 min
58.3
10m
Net combat exchange
2,795 metal / 5 min
98.1
10m
Metal income
3,644 metal / 5 min
12.7
10m
Energy income
134,303 energy / 5 min
52.8
10m
Military construction
1,282 metal / 5 min
47.8
Weaker measured game ↗ · 21 Sep 2026 · Won Game index 29.1 · 5m: 35.2 · 10m: 52.7 · 15m: 14.3Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
49.1
5m
Metal income
1,848 metal / 5 min
13.1
5m
Energy income
33,095 energy / 5 min
69.6
5m
Military construction
0 metal / 5 min
23.5
10m
Net combat exchange
1,414 metal / 5 min
82.0
10m
Metal income
3,644 metal / 5 min
5.0
10m
Energy income
141,987 energy / 5 min
59.6
10m
Military construction
1,612 metal / 5 min
62.2
15m
Net combat exchange
-3,972 metal / 5 min
2.5
15m
Metal income
9,364 metal / 5 min
15.0
15m
Energy income
267,023 energy / 5 min
40.8
15m
Military construction
1,960 metal / 5 min
23.6
Typical measured game ↗ · 22 Sep 2026 · Won Game index 42.4 · 5m: 35.3 · 10m: 49.4Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
52.0
5m
Metal income
1,777 metal / 5 min
13.1
5m
Energy income
29,688 energy / 5 min
63.9
5m
Military construction
0 metal / 5 min
20.9
10m
Net combat exchange
1,455 metal / 5 min
93.1
10m
Metal income
3,788 metal / 5 min
8.6
10m
Energy income
153,652 energy / 5 min
64.7
10m
Military construction
401 metal / 5 min
15.5
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 #1EtheriftAccount 453425 · OS 30.8010 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.
Dimension
Score
Weight
Points added
Net combat exchange
62.3
55%
34.3
Metal income
57.9
15%
8.7
Energy income
47.2
5%
2.4
Military construction
60.0
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
91.9%
100.0%
5m
Nearby cover of threatened allied assets
53.5 metal
100.0%
5m
Enemy force near the starting area
303.5 metal
100.0%
10m
Army near recorded enemy forces
90.3%
80.0%
10m
Nearby cover of threatened allied assets
153.2 metal
80.0%
10m
Enemy force near the starting area
389.5 metal
80.0%
15m
Army near recorded enemy forces
88.6%
60.0%
15m
Nearby cover of threatened allied assets
103.0 metal
70.0%
15m
Enemy force near the starting area
807.4 metal
70.0%
20m
Army near recorded enemy forces
60.2%
40.0%
20m
Nearby cover of threatened allied assets
336.5 metal
40.0%
20m
Enemy force near the starting area
1,171.2 metal
40.0%
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: 97.3Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
4,042 metal / 5 min
99.2
5m
Metal income
5,747 metal / 5 min
99.3
5m
Energy income
48,843 energy / 5 min
57.4
5m
Military construction
4,074 metal / 5 min
100.0
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: 56.5Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
2,885 metal / 5 min
96.0
5m
Metal income
5,409 metal / 5 min
99.4
5m
Energy income
42,039 energy / 5 min
16.3
5m
Military construction
2,991 metal / 5 min
74.2
10m
Net combat exchange
-3,814 metal / 5 min
12.2
10m
Metal income
3,914 metal / 5 min
16.0
10m
Energy income
53,946 energy / 5 min
10.1
10m
Military construction
3,757 metal / 5 min
66.6
15m
Net combat exchange
-618 metal / 5 min
48.9
15m
Metal income
6,463 metal / 5 min
34.9
15m
Energy income
76,993 energy / 5 min
10.3
15m
Military construction
1,291 metal / 5 min
13.2
20m
Net combat exchange
-1,651 metal / 5 min
32.2
20m
Metal income
6,721 metal / 5 min
22.5
20m
Energy income
200,595 energy / 5 min
31.7
20m
Military construction
1,393 metal / 5 min
20.0
25m
Net combat exchange
3,588 metal / 5 min
74.4
25m
Metal income
13,264 metal / 5 min
41.0
25m
Energy income
591,039 energy / 5 min
62.8
25m
Military construction
265 metal / 5 min
12.8
30m
Net combat exchange
-880 metal / 5 min
62.5
30m
Metal income
28,676 metal / 5 min
72.6
30m
Energy income
1,553,304 energy / 5 min
86.9
30m
Military construction
5,422 metal / 5 min
27.4
Typical measured game ↗ · 19 Sep 2026 · Lost Game index 80.6 · 5m: 85.9 · 10m: 75.2 · 15m: 80.7Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
1,573 metal / 5 min
91.1
5m
Metal income
4,232 metal / 5 min
70.8
5m
Energy income
43,868 energy / 5 min
31.3
5m
Military construction
3,438 metal / 5 min
94.4
10m
Net combat exchange
2,109 metal / 5 min
82.8
10m
Metal income
7,286 metal / 5 min
83.6
10m
Energy income
79,870 energy / 5 min
33.7
10m
Military construction
3,994 metal / 5 min
61.7
15m
Net combat exchange
1,850 metal / 5 min
85.5
15m
Metal income
13,905 metal / 5 min
87.2
15m
Energy income
141,949 energy / 5 min
48.1
15m
Military construction
4,725 metal / 5 min
73.0
OVERALL #2[GerBoyz]StinkfischAccount 547587 · OS 39.0510 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.
Dimension
Score
Weight
Points added
Net combat exchange
58.0
55%
31.9
Metal income
65.3
15%
9.8
Energy income
48.3
5%
2.4
Military construction
59.6
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
91.6%
100.0%
5m
Nearby cover of threatened allied assets
49.0 metal
100.0%
5m
Enemy force near the starting area
166.0 metal
100.0%
10m
Army near recorded enemy forces
84.4%
60.0%
10m
Nearby cover of threatened allied assets
129.0 metal
60.0%
10m
Enemy force near the starting area
574.2 metal
60.0%
15m
Army near recorded enemy forces
89.8%
50.0%
15m
Nearby cover of threatened allied assets
203.3 metal
60.0%
15m
Enemy force near the starting area
377.3 metal
60.0%
20m
Army near recorded enemy forces
75.0%
40.0%
20m
Nearby cover of threatened allied assets
210.8 metal
50.0%
20m
Enemy force near the starting area
68.6 metal
50.0%
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: 93.9Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
2,815 metal / 5 min
97.1
5m
Metal income
5,096 metal / 5 min
96.9
5m
Energy income
62,173 energy / 5 min
90.1
5m
Military construction
3,019 metal / 5 min
85.8
Weaker measured game ↗ · 16 Sep 2026 · Won Game index 30.6 · 5m: 30.6Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-1,650 metal / 5 min
4.9
5m
Metal income
4,490 metal / 5 min
82.8
5m
Energy income
37,227 energy / 5 min
9.8
5m
Military construction
2,564 metal / 5 min
59.7
Typical measured game ↗ · 19 Sep 2026 · Won Game index 67.0 · 5m: 74.5 · 10m: 60.1 · 15m: 75.3 · 20m: 58.2Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
5,314 metal / 5 min
100.0
5m
Metal income
4,548 metal / 5 min
83.1
5m
Energy income
39,666 energy / 5 min
16.7
5m
Military construction
2,136 metal / 5 min
24.6
10m
Net combat exchange
515 metal / 5 min
67.9
10m
Metal income
9,329 metal / 5 min
98.5
10m
Energy income
152,925 energy / 5 min
93.4
10m
Military construction
2,134 metal / 5 min
13.0
15m
Net combat exchange
-350 metal / 5 min
58.7
15m
Metal income
15,174 metal / 5 min
90.4
15m
Energy income
347,296 energy / 5 min
99.4
15m
Military construction
9,282 metal / 5 min
97.9
20m
Net combat exchange
-1,794 metal / 5 min
28.4
20m
Metal income
23,620 metal / 5 min
93.6
20m
Energy income
632,392 energy / 5 min
95.1
20m
Military construction
14,412 metal / 5 min
95.1
OVERALL #3xabreAccount 190040 · OS 48.0310 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.
Dimension
Score
Weight
Points added
Net combat exchange
58.9
55%
32.4
Metal income
58.8
15%
8.8
Energy income
55.2
5%
2.8
Military construction
59.1
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
92.9%
100.0%
5m
Nearby cover of threatened allied assets
80.8 metal
100.0%
5m
Enemy force near the starting area
325.2 metal
100.0%
10m
Army near recorded enemy forces
95.5%
60.0%
10m
Nearby cover of threatened allied assets
56.4 metal
80.0%
10m
Enemy force near the starting area
199.6 metal
80.0%
15m
Army near recorded enemy forces
99.6%
80.0%
15m
Nearby cover of threatened allied assets
70.3 metal
80.0%
15m
Enemy force near the starting area
876.8 metal
80.0%
20m
Army near recorded enemy forces
77.0%
70.0%
20m
Nearby cover of threatened allied assets
274.5 metal
70.0%
20m
Enemy force near the starting area
1,315.1 metal
70.0%
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: 89.9Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
1,235 metal / 5 min
93.8
5m
Metal income
4,575 metal / 5 min
87.6
5m
Energy income
39,945 energy / 5 min
20.8
5m
Military construction
3,365 metal / 5 min
96.6
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: 54.8Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
307 metal / 5 min
68.3
5m
Metal income
3,636 metal / 5 min
35.5
5m
Energy income
54,660 energy / 5 min
79.8
5m
Military construction
2,401 metal / 5 min
48.7
10m
Net combat exchange
-3,716 metal / 5 min
10.8
10m
Metal income
4,896 metal / 5 min
45.2
10m
Energy income
101,393 energy / 5 min
66.8
10m
Military construction
2,096 metal / 5 min
19.8
15m
Net combat exchange
778 metal / 5 min
79.0
15m
Metal income
15,627 metal / 5 min
94.0
15m
Energy income
131,192 energy / 5 min
49.4
15m
Military construction
3,937 metal / 5 min
66.4
20m
Net combat exchange
-2,357 metal / 5 min
27.2
20m
Metal income
14,229 metal / 5 min
64.8
20m
Energy income
413,751 energy / 5 min
83.1
20m
Military construction
4,071 metal / 5 min
45.4
25m
Net combat exchange
-5,620 metal / 5 min
14.1
25m
Metal income
21,250 metal / 5 min
82.1
25m
Energy income
583,671 energy / 5 min
73.5
25m
Military construction
9,530 metal / 5 min
62.2
30m
Net combat exchange
466 metal / 5 min
65.8
30m
Metal income
11,759 metal / 5 min
38.1
30m
Energy income
555,270 energy / 5 min
50.2
30m
Military construction
4,599 metal / 5 min
41.4
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: 59.7Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
2,072 metal / 5 min
96.7
5m
Metal income
4,124 metal / 5 min
58.9
5m
Energy income
52,638 energy / 5 min
70.8
5m
Military construction
3,067 metal / 5 min
89.0
10m
Net combat exchange
8,228 metal / 5 min
99.3
10m
Metal income
4,954 metal / 5 min
45.4
10m
Energy income
118,144 energy / 5 min
79.7
10m
Military construction
6,327 metal / 5 min
96.3
15m
Net combat exchange
152 metal / 5 min
72.0
15m
Metal income
6,045 metal / 5 min
37.7
15m
Energy income
159,407 energy / 5 min
63.8
15m
Military construction
5,331 metal / 5 min
84.0
20m
Net combat exchange
-2,500 metal / 5 min
24.6
20m
Metal income
11,731 metal / 5 min
52.7
20m
Energy income
157,932 energy / 5 min
36.3
20m
Military construction
5,501 metal / 5 min
55.0
25m
Net combat exchange
342 metal / 5 min
63.8
25m
Metal income
15,061 metal / 5 min
51.5
25m
Energy income
409,591 energy / 5 min
63.9
25m
Military construction
2,152 metal / 5 min
31.8
30m
Net combat exchange
899 metal / 5 min
68.5
30m
Metal income
20,737 metal / 5 min
68.5
30m
Energy income
948,051 energy / 5 min
76.4
30m
Military construction
2,723 metal / 5 min
32.0
4OVERALL #4derkarlAccount 359574 · OS 38.9816 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.
Dimension
Score
Weight
Points added
Net combat exchange
55.0
55%
30.2
Metal income
58.0
15%
8.7
Energy income
57.7
5%
2.9
Military construction
58.7
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
89.0%
100.0%
5m
Nearby cover of threatened allied assets
36.4 metal
100.0%
5m
Enemy force near the starting area
19.4 metal
100.0%
10m
Army near recorded enemy forces
93.0%
87.5%
10m
Nearby cover of threatened allied assets
75.8 metal
87.5%
10m
Enemy force near the starting area
1,194.1 metal
87.5%
15m
Army near recorded enemy forces
79.5%
68.8%
15m
Nearby cover of threatened allied assets
137.8 metal
75.0%
15m
Enemy force near the starting area
1,489.6 metal
75.0%
20m
Army near recorded enemy forces
71.4%
31.2%
20m
Nearby cover of threatened allied assets
134.8 metal
50.0%
20m
Enemy force near the starting area
2,599.5 metal
50.0%
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: 92.0Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
3,334 metal / 5 min
98.2
5m
Metal income
4,376 metal / 5 min
74.1
5m
Energy income
48,037 energy / 5 min
56.0
5m
Military construction
3,425 metal / 5 min
96.4
Weaker measured game ↗ · 22 Sep 2026 · Lost Game index 35.5 · 5m: 82.8 · 10m: 23.8 · 15m: 17.8Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
763 metal / 5 min
86.1
5m
Metal income
4,597 metal / 5 min
84.3
5m
Energy income
58,298 energy / 5 min
94.4
5m
Military construction
2,870 metal / 5 min
72.2
10m
Net combat exchange
-1,814 metal / 5 min
26.4
10m
Metal income
2,725 metal / 5 min
9.4
10m
Energy income
109,614 energy / 5 min
71.7
10m
Military construction
2,080 metal / 5 min
17.0
15m
Net combat exchange
-1,931 metal / 5 min
28.6
15m
Metal income
1,187 metal / 5 min
8.2
15m
Energy income
52,840 energy / 5 min
6.1
15m
Military construction
0 metal / 5 min
2.0
Typical measured game ↗ · 17 Sep 2026 · Lost Game index 57.6 · 5m: 71.2 · 10m: 50.4 · 15m: 48.3 · 20m: 60.4Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-32 metal / 5 min
55.4
5m
Metal income
4,466 metal / 5 min
86.4
5m
Energy income
50,280 energy / 5 min
63.6
5m
Military construction
3,600 metal / 5 min
98.3
10m
Net combat exchange
-1,779 metal / 5 min
24.3
10m
Metal income
7,801 metal / 5 min
90.8
10m
Energy income
73,051 energy / 5 min
31.3
10m
Military construction
4,715 metal / 5 min
87.5
15m
Net combat exchange
-377 metal / 5 min
51.3
15m
Metal income
8,373 metal / 5 min
50.9
15m
Energy income
102,707 energy / 5 min
26.5
15m
Military construction
3,026 metal / 5 min
44.7
20m
Net combat exchange
2,797 metal / 5 min
83.7
20m
Metal income
10,779 metal / 5 min
45.8
20m
Energy income
186,668 energy / 5 min
31.8
20m
Military construction
1,684 metal / 5 min
23.5
5OVERALL #5XadAccount 224598 · OS 47.7157 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.
Dimension
Score
Weight
Points added
Net combat exchange
52.7
55%
29.0
Metal income
61.9
15%
9.3
Energy income
55.8
5%
2.8
Military construction
59.5
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
94.2%
96.5%
5m
Nearby cover of threatened allied assets
51.2 metal
100.0%
5m
Enemy force near the starting area
371.6 metal
100.0%
10m
Army near recorded enemy forces
90.9%
71.9%
10m
Nearby cover of threatened allied assets
75.3 metal
77.2%
10m
Enemy force near the starting area
916.6 metal
77.2%
15m
Army near recorded enemy forces
82.0%
52.6%
15m
Nearby cover of threatened allied assets
326.0 metal
59.6%
15m
Enemy force near the starting area
1,810.9 metal
59.6%
20m
Army near recorded enemy forces
81.8%
38.6%
20m
Nearby cover of threatened allied assets
658.0 metal
40.4%
20m
Enemy force near the starting area
2,314.6 metal
40.4%
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: 98.9Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
1,214 metal / 5 min
93.3
5m
Metal income
4,584 metal / 5 min
87.8
5m
Energy income
53,625 energy / 5 min
75.6
5m
Military construction
2,625 metal / 5 min
58.8
10m
Net combat exchange
6,865 metal / 5 min
100.0
10m
Metal income
9,227 metal / 5 min
98.3
10m
Energy income
163,437 energy / 5 min
97.1
10m
Military construction
5,557 metal / 5 min
97.2
Weaker measured game ↗ · 21 Sep 2026 · Lost Game index 13.7 · 5m: 13.7Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-3,564 metal / 5 min
1.4
5m
Metal income
3,539 metal / 5 min
29.1
5m
Energy income
40,119 energy / 5 min
13.5
5m
Military construction
2,308 metal / 5 min
31.8
Typical measured game ↗ · 21 Sep 2026 · Lost Game index 60.3 · 5m: 43.1 · 10m: 77.6Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
100 metal / 5 min
56.8
5m
Metal income
3,169 metal / 5 min
10.0
5m
Energy income
40,700 energy / 5 min
29.2
5m
Military construction
2,039 metal / 5 min
35.5
10m
Net combat exchange
3,029 metal / 5 min
92.5
10m
Metal income
5,841 metal / 5 min
62.3
10m
Energy income
111,812 energy / 5 min
74.6
10m
Military construction
3,349 metal / 5 min
54.5
6OVERALL #6_X_Account 71812 · OS 43.2741 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.
Dimension
Score
Weight
Points added
Net combat exchange
53.3
55%
29.3
Metal income
61.8
15%
9.3
Energy income
59.9
5%
3.0
Military construction
55.9
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
90.8%
95.1%
5m
Nearby cover of threatened allied assets
49.8 metal
100.0%
5m
Enemy force near the starting area
357.6 metal
100.0%
10m
Army near recorded enemy forces
77.0%
68.3%
10m
Nearby cover of threatened allied assets
104.6 metal
87.8%
10m
Enemy force near the starting area
912.5 metal
87.8%
15m
Army near recorded enemy forces
89.2%
46.3%
15m
Nearby cover of threatened allied assets
484.0 metal
75.6%
15m
Enemy force near the starting area
2,191.7 metal
75.6%
20m
Army near recorded enemy forces
85.7%
31.7%
20m
Nearby cover of threatened allied assets
611.9 metal
51.2%
20m
Enemy force near the starting area
2,741.4 metal
51.2%
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: 92.9Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
3,635 metal / 5 min
100.0
5m
Metal income
4,846 metal / 5 min
88.2
5m
Energy income
46,330 energy / 5 min
58.8
5m
Military construction
3,209 metal / 5 min
86.8
Weaker measured game ↗ · 19 Sep 2026 · Lost Game index 25.6 · 5m: 33.0 · 10m: 37.2 · 15m: 16.1Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-384 metal / 5 min
33.6
5m
Metal income
3,697 metal / 5 min
41.0
5m
Energy income
48,299 energy / 5 min
56.4
5m
Military construction
1,963 metal / 5 min
22.0
10m
Net combat exchange
-1,143 metal / 5 min
34.3
10m
Metal income
6,256 metal / 5 min
72.4
10m
Energy income
168,021 energy / 5 min
97.5
10m
Military construction
1,567 metal / 5 min
10.5
15m
Net combat exchange
-3,898 metal / 5 min
12.2
15m
Metal income
4,654 metal / 5 min
25.5
15m
Energy income
93,325 energy / 5 min
21.0
15m
Military construction
1,331 metal / 5 min
18.1
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: 59.9Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-3,148 metal / 5 min
2.4
5m
Metal income
4,594 metal / 5 min
82.7
5m
Energy income
54,040 energy / 5 min
77.9
5m
Military construction
2,736 metal / 5 min
77.2
10m
Net combat exchange
3,857 metal / 5 min
96.9
10m
Metal income
7,033 metal / 5 min
83.8
10m
Energy income
145,717 energy / 5 min
89.8
10m
Military construction
4,162 metal / 5 min
73.9
15m
Net combat exchange
-5,205 metal / 5 min
7.7
15m
Metal income
11,472 metal / 5 min
73.9
15m
Energy income
230,896 energy / 5 min
80.3
15m
Military construction
3,040 metal / 5 min
49.0
20m
Net combat exchange
531 metal / 5 min
60.7
20m
Metal income
19,749 metal / 5 min
83.2
20m
Energy income
565,623 energy / 5 min
86.9
20m
Military construction
4,246 metal / 5 min
38.5
25m
Net combat exchange
12,513 metal / 5 min
95.5
25m
Metal income
23,724 metal / 5 min
82.0
25m
Energy income
1,861,282 energy / 5 min
100.0
25m
Military construction
4,790 metal / 5 min
38.0
30m
Net combat exchange
-768 metal / 5 min
50.4
30m
Metal income
51,904 metal / 5 min
98.9
30m
Energy income
3,359,498 energy / 5 min
100.0
30m
Military construction
6,813 metal / 5 min
49.3
7OVERALL #7ChaoticNoobAccount 482267 · OS 34.5317 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.
Dimension
Score
Weight
Points added
Net combat exchange
57.3
55%
31.5
Metal income
55.9
15%
8.4
Energy income
57.5
5%
2.9
Military construction
50.3
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
90.0%
100.0%
5m
Nearby cover of threatened allied assets
26.0 metal
100.0%
5m
Enemy force near the starting area
411.8 metal
100.0%
10m
Army near recorded enemy forces
89.6%
82.4%
10m
Nearby cover of threatened allied assets
67.0 metal
94.1%
10m
Enemy force near the starting area
1,291.3 metal
94.1%
15m
Army near recorded enemy forces
92.7%
70.6%
15m
Nearby cover of threatened allied assets
506.8 metal
82.4%
15m
Enemy force near the starting area
1,895.4 metal
82.4%
20m
Army near recorded enemy forces
66.1%
41.2%
20m
Nearby cover of threatened allied assets
190.0 metal
52.9%
20m
Enemy force near the starting area
3,242.7 metal
52.9%
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: 81.3Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
562 metal / 5 min
79.9
5m
Metal income
5,515 metal / 5 min
97.8
5m
Energy income
64,720 energy / 5 min
96.4
5m
Military construction
3,168 metal / 5 min
90.6
10m
Net combat exchange
1,938 metal / 5 min
86.7
10m
Metal income
8,482 metal / 5 min
95.0
10m
Energy income
220,987 energy / 5 min
98.9
10m
Military construction
2,332 metal / 5 min
25.2
15m
Net combat exchange
2,938 metal / 5 min
91.2
15m
Metal income
19,895 metal / 5 min
97.1
15m
Energy income
415,310 energy / 5 min
97.1
15m
Military construction
8,770 metal / 5 min
95.5
20m
Net combat exchange
1,182 metal / 5 min
68.4
20m
Metal income
34,281 metal / 5 min
100.0
20m
Energy income
940,620 energy / 5 min
98.4
20m
Military construction
13,799 metal / 5 min
94.9
Weaker measured game ↗ · 20 Sep 2026 · Lost Game index 36.1 · 5m: 15.7 · 10m: 37.5 · 15m: 45.5Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-436 metal / 5 min
24.0
5m
Metal income
2,820 metal / 5 min
2.9
5m
Energy income
30,363 energy / 5 min
4.4
5m
Military construction
1,539 metal / 5 min
7.4
10m
Net combat exchange
-305 metal / 5 min
54.0
10m
Metal income
3,629 metal / 5 min
16.2
10m
Energy income
110,976 energy / 5 min
73.5
10m
Military construction
1,669 metal / 5 min
7.0
15m
Net combat exchange
-524 metal / 5 min
46.0
15m
Metal income
6,593 metal / 5 min
44.4
15m
Energy income
153,809 energy / 5 min
54.8
15m
Military construction
2,408 metal / 5 min
43.3
Typical measured game ↗ · 19 Sep 2026 · Won Game index 62.8 · 5m: 84.5 · 10m: 14.9 · 15m: 41.8 · 20m: 50.7 · 25m: 92.6Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
1,706 metal / 5 min
94.9
5m
Metal income
5,012 metal / 5 min
94.1
5m
Energy income
73,069 energy / 5 min
99.1
5m
Military construction
2,526 metal / 5 min
52.6
10m
Net combat exchange
-3,697 metal / 5 min
7.7
10m
Metal income
3,901 metal / 5 min
24.4
10m
Energy income
148,167 energy / 5 min
92.9
10m
Military construction
1,508 metal / 5 min
9.4
15m
Net combat exchange
-1,806 metal / 5 min
30.0
15m
Metal income
10,534 metal / 5 min
65.3
15m
Energy income
221,470 energy / 5 min
82.6
15m
Military construction
3,107 metal / 5 min
45.5
20m
Net combat exchange
-1,786 metal / 5 min
29.4
20m
Metal income
18,901 metal / 5 min
80.0
20m
Energy income
388,382 energy / 5 min
71.5
20m
Military construction
8,697 metal / 5 min
75.9
25m
Net combat exchange
10,526 metal / 5 min
97.3
25m
Metal income
23,169 metal / 5 min
76.7
25m
Energy income
577,900 energy / 5 min
63.0
25m
Military construction
22,039 metal / 5 min
97.8
8OVERALL #8ImmortAccount 126426 · OS 54.6417 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.
Dimension
Score
Weight
Points added
Net combat exchange
53.4
55%
29.4
Metal income
56.1
15%
8.4
Energy income
54.3
5%
2.7
Military construction
55.3
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
89.1%
100.0%
5m
Nearby cover of threatened allied assets
47.7 metal
100.0%
5m
Enemy force near the starting area
294.4 metal
100.0%
10m
Army near recorded enemy forces
76.9%
88.2%
10m
Nearby cover of threatened allied assets
25.8 metal
88.2%
10m
Enemy force near the starting area
1,099.9 metal
88.2%
15m
Army near recorded enemy forces
55.9%
64.7%
15m
Nearby cover of threatened allied assets
216.3 metal
70.6%
15m
Enemy force near the starting area
738.8 metal
70.6%
20m
Army near recorded enemy forces
87.7%
35.3%
20m
Nearby cover of threatened allied assets
1,023.1 metal
35.3%
20m
Enemy force near the starting area
5,053.8 metal
35.3%
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: 78.5Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
2,142 metal / 5 min
95.9
5m
Metal income
4,010 metal / 5 min
59.8
5m
Energy income
47,848 energy / 5 min
53.1
5m
Military construction
2,292 metal / 5 min
40.9
10m
Net combat exchange
4,206 metal / 5 min
97.1
10m
Metal income
5,607 metal / 5 min
58.9
10m
Energy income
77,593 energy / 5 min
35.9
10m
Military construction
4,626 metal / 5 min
86.5
15m
Net combat exchange
2,365 metal / 5 min
87.4
15m
Metal income
11,991 metal / 5 min
76.3
15m
Energy income
175,276 energy / 5 min
65.4
15m
Military construction
4,102 metal / 5 min
62.7
Weaker measured game ↗ · 17 Sep 2026 · Lost Game index 21.2 · 5m: 21.2Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-1,131 metal / 5 min
11.8
5m
Metal income
3,005 metal / 5 min
11.1
5m
Energy income
41,682 energy / 5 min
28.8
5m
Military construction
2,339 metal / 5 min
46.5
Typical measured game ↗ · 21 Sep 2026 · Won Game index 62.9 · 5m: 51.6 · 10m: 74.2Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-201 metal / 5 min
39.1
5m
Metal income
4,189 metal / 5 min
61.5
5m
Energy income
51,663 energy / 5 min
79.0
5m
Military construction
2,604 metal / 5 min
67.7
10m
Net combat exchange
781 metal / 5 min
75.6
10m
Metal income
6,009 metal / 5 min
67.0
10m
Energy income
108,304 energy / 5 min
69.8
10m
Military construction
4,025 metal / 5 min
76.1
9OVERALL #9AbyssFalconAccount 19051 · OS 30.6422 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.
Dimension
Score
Weight
Points added
Net combat exchange
49.4
55%
27.2
Metal income
60.1
15%
9.0
Energy income
54.4
5%
2.7
Military construction
58.6
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
81.5%
100.0%
5m
Nearby cover of threatened allied assets
38.0 metal
100.0%
5m
Enemy force near the starting area
568.9 metal
100.0%
10m
Army near recorded enemy forces
88.1%
68.2%
10m
Nearby cover of threatened allied assets
28.5 metal
72.7%
10m
Enemy force near the starting area
1,764.7 metal
72.7%
15m
Army near recorded enemy forces
79.9%
36.4%
15m
Nearby cover of threatened allied assets
100.2 metal
54.5%
15m
Enemy force near the starting area
1,905.0 metal
54.5%
20m
Army near recorded enemy forces
67.5%
27.3%
20m
Nearby cover of threatened allied assets
65.4 metal
45.5%
20m
Enemy force near the starting area
3,308.3 metal
45.5%
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: 96.7Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
4,690 metal / 5 min
100.0
5m
Metal income
7,079 metal / 5 min
100.0
5m
Energy income
47,229 energy / 5 min
48.6
5m
Military construction
3,800 metal / 5 min
97.1
Weaker measured game ↗ · 21 Sep 2026 · Lost Game index 16.2 · 5m: 8.1 · 10m: 24.4Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-3,880 metal / 5 min
0.0
5m
Metal income
3,351 metal / 5 min
13.0
5m
Energy income
46,698 energy / 5 min
46.4
5m
Military construction
2,120 metal / 5 min
15.2
10m
Net combat exchange
-1,166 metal / 5 min
39.4
10m
Metal income
2,675 metal / 5 min
2.0
10m
Energy income
78,787 energy / 5 min
37.8
10m
Military construction
1,377 metal / 5 min
2.0
Typical measured game ↗ · 20 Sep 2026 · Won Game index 56.9 · 5m: 42.7 · 10m: 58.8 · 15m: 68.3 · 20m: 57.6Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-1,148 metal / 5 min
17.0
5m
Metal income
5,236 metal / 5 min
99.4
5m
Energy income
41,488 energy / 5 min
24.7
5m
Military construction
2,576 metal / 5 min
69.0
10m
Net combat exchange
-62 metal / 5 min
53.7
10m
Metal income
5,786 metal / 5 min
58.6
10m
Energy income
81,491 energy / 5 min
46.9
10m
Military construction
4,577 metal / 5 min
72.5
15m
Net combat exchange
-539 metal / 5 min
49.1
15m
Metal income
12,572 metal / 5 min
85.8
15m
Energy income
195,757 energy / 5 min
77.7
15m
Military construction
7,881 metal / 5 min
98.1
20m
Net combat exchange
-2,734 metal / 5 min
31.0
20m
Metal income
19,675 metal / 5 min
90.7
20m
Energy income
312,638 energy / 5 min
62.0
20m
Military construction
14,255 metal / 5 min
95.3
10OVERALL #10XXMACGAMERXXAccount 501264 · OS 32.6025 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.
Dimension
Score
Weight
Points added
Net combat exchange
52.5
55%
28.9
Metal income
51.2
15%
7.7
Energy income
43.8
5%
2.2
Military construction
58.4
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
90.7%
96.0%
5m
Nearby cover of threatened allied assets
50.2 metal
100.0%
5m
Enemy force near the starting area
342.4 metal
100.0%
10m
Army near recorded enemy forces
94.5%
72.0%
10m
Nearby cover of threatened allied assets
82.0 metal
80.0%
10m
Enemy force near the starting area
588.1 metal
80.0%
15m
Army near recorded enemy forces
90.0%
44.0%
15m
Nearby cover of threatened allied assets
653.6 metal
56.0%
15m
Enemy force near the starting area
922.9 metal
56.0%
20m
Army near recorded enemy forces
81.9%
20.0%
20m
Nearby cover of threatened allied assets
298.8 metal
36.0%
20m
Enemy force near the starting area
4,670.9 metal
36.0%
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: 90.3Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
1,324 metal / 5 min
89.0
5m
Metal income
5,017 metal / 5 min
95.0
5m
Energy income
45,940 energy / 5 min
42.2
5m
Military construction
4,244 metal / 5 min
100.0
Weaker measured game ↗ · 20 Sep 2026 · Lost Game index 21.4 · 5m: 34.3 · 10m: 8.4Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-1,297 metal / 5 min
7.7
5m
Metal income
4,134 metal / 5 min
65.6
5m
Energy income
40,532 energy / 5 min
20.8
5m
Military construction
2,933 metal / 5 min
76.9
10m
Net combat exchange
-5,420 metal / 5 min
0.7
10m
Metal income
3,945 metal / 5 min
18.7
10m
Energy income
50,887 energy / 5 min
9.7
10m
Military construction
2,445 metal / 5 min
18.9
Typical measured game ↗ · 21 Sep 2026 · Won Game index 58.8 · 5m: 56.0 · 10m: 61.7Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-13 metal / 5 min
48.1
5m
Metal income
3,777 metal / 5 min
35.0
5m
Energy income
43,814 energy / 5 min
32.2
5m
Military construction
3,458 metal / 5 min
90.7
10m
Net combat exchange
1,593 metal / 5 min
82.5
10m
Metal income
4,177 metal / 5 min
23.1
10m
Energy income
66,830 energy / 5 min
24.7
10m
Military construction
3,250 metal / 5 min
46.5
11OVERALL #11PlatinumBlondeAccount 370202 · OS 58.8012 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.
Dimension
Score
Weight
Points added
Net combat exchange
45.0
55%
24.8
Metal income
64.1
15%
9.6
Energy income
55.6
5%
2.8
Military construction
63.9
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
92.0%
100.0%
5m
Nearby cover of threatened allied assets
49.2 metal
100.0%
5m
Enemy force near the starting area
366.9 metal
100.0%
10m
Army near recorded enemy forces
81.9%
58.3%
10m
Nearby cover of threatened allied assets
110.6 metal
66.7%
10m
Enemy force near the starting area
401.2 metal
66.7%
15m
Army near recorded enemy forces
85.5%
41.7%
15m
Nearby cover of threatened allied assets
227.8 metal
50.0%
15m
Enemy force near the starting area
506.0 metal
50.0%
20m
Army near recorded enemy forces
87.5%
33.3%
20m
Nearby cover of threatened allied assets
168.8 metal
41.7%
20m
Enemy force near the starting area
662.0 metal
41.7%
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: 92.7Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
3,874 metal / 5 min
99.4
5m
Metal income
5,081 metal / 5 min
94.8
5m
Energy income
45,258 energy / 5 min
34.1
5m
Military construction
3,613 metal / 5 min
99.4
10m
Net combat exchange
890 metal / 5 min
75.2
10m
Metal income
8,003 metal / 5 min
93.8
10m
Energy income
120,331 energy / 5 min
79.5
10m
Military construction
4,354 metal / 5 min
80.8
15m
Net combat exchange
2,959 metal / 5 min
87.1
15m
Metal income
21,011 metal / 5 min
98.2
15m
Energy income
297,014 energy / 5 min
94.0
15m
Military construction
7,949 metal / 5 min
97.4
20m
Net combat exchange
2,111 metal / 5 min
76.9
20m
Metal income
26,692 metal / 5 min
95.3
20m
Energy income
617,563 energy / 5 min
87.1
20m
Military construction
17,700 metal / 5 min
99.0
25m
Net combat exchange
8,056 metal / 5 min
92.3
25m
Metal income
34,038 metal / 5 min
88.9
25m
Energy income
794,888 energy / 5 min
84.6
25m
Military construction
21,742 metal / 5 min
97.4
Weaker measured game ↗ · 21 Sep 2026 · Won Game index 25.3 · 5m: 37.0 · 10m: 17.4 · 15m: 23.4Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-609 metal / 5 min
18.8
5m
Metal income
3,868 metal / 5 min
46.7
5m
Energy income
49,564 energy / 5 min
70.0
5m
Military construction
2,562 metal / 5 min
64.6
10m
Net combat exchange
-1,958 metal / 5 min
24.2
10m
Metal income
3,222 metal / 5 min
14.2
10m
Energy income
55,471 energy / 5 min
16.1
10m
Military construction
1,529 metal / 5 min
4.5
15m
Net combat exchange
-3,048 metal / 5 min
20.7
15m
Metal income
6,688 metal / 5 min
46.0
15m
Energy income
99,758 energy / 5 min
25.0
15m
Military construction
1,125 metal / 5 min
15.6
Typical measured game ↗ · 15 Sep 2026 · Lost Game index 52.1 · 5m: 52.1Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-147 metal / 5 min
38.2
5m
Metal income
4,476 metal / 5 min
84.9
5m
Energy income
45,826 energy / 5 min
42.0
5m
Military construction
2,981 metal / 5 min
65.1
12OVERALL #12PrivatePershingAccount 390317 · OS 31.5713 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.
Dimension
Score
Weight
Points added
Net combat exchange
50.8
55%
27.9
Metal income
55.8
15%
8.4
Energy income
55.2
5%
2.8
Military construction
55.6
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
87.9%
100.0%
5m
Nearby cover of threatened allied assets
29.3 metal
100.0%
5m
Enemy force near the starting area
690.6 metal
100.0%
10m
Army near recorded enemy forces
91.6%
84.6%
10m
Nearby cover of threatened allied assets
44.1 metal
84.6%
10m
Enemy force near the starting area
900.9 metal
84.6%
15m
Army near recorded enemy forces
99.8%
38.5%
15m
Nearby cover of threatened allied assets
75.2 metal
69.2%
15m
Enemy force near the starting area
1,582.8 metal
69.2%
20m
Army near recorded enemy forces
100.0%
46.2%
20m
Nearby cover of threatened allied assets
285.4 metal
61.5%
20m
Enemy force near the starting area
876.6 metal
61.5%
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: 66.7Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
846 metal / 5 min
82.7
5m
Metal income
4,501 metal / 5 min
90.4
5m
Energy income
44,918 energy / 5 min
38.5
5m
Military construction
3,320 metal / 5 min
94.2
10m
Net combat exchange
-259 metal / 5 min
48.0
10m
Metal income
7,703 metal / 5 min
92.0
10m
Energy income
76,230 energy / 5 min
40.0
10m
Military construction
7,890 metal / 5 min
98.0
Weaker measured game ↗ · 17 Sep 2026 · Lost Game index 44.9 · 5m: 66.2 · 10m: 41.6 · 15m: 41.6 · 20m: 34.3 · 25m: 42.9Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
120 metal / 5 min
58.6
5m
Metal income
4,387 metal / 5 min
74.2
5m
Energy income
55,014 energy / 5 min
81.3
5m
Military construction
2,800 metal / 5 min
75.1
10m
Net combat exchange
-3,125 metal / 5 min
14.3
10m
Metal income
6,897 metal / 5 min
81.0
10m
Energy income
124,042 energy / 5 min
83.3
10m
Military construction
4,067 metal / 5 min
69.7
15m
Net combat exchange
-5,566 metal / 5 min
4.6
15m
Metal income
17,070 metal / 5 min
95.1
15m
Energy income
462,538 energy / 5 min
99.3
15m
Military construction
4,878 metal / 5 min
79.2
20m
Net combat exchange
-6,075 metal / 5 min
8.8
20m
Metal income
20,910 metal / 5 min
94.1
20m
Energy income
736,160 energy / 5 min
97.1
20m
Military construction
3,301 metal / 5 min
41.7
25m
Net combat exchange
-1,213 metal / 5 min
31.0
25m
Metal income
23,330 metal / 5 min
88.8
25m
Energy income
1,162,411 energy / 5 min
96.9
25m
Military construction
2,074 metal / 5 min
30.8
Typical measured game ↗ · 20 Sep 2026 · Lost Game index 53.3 · 5m: 53.3Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-127 metal / 5 min
41.0
5m
Metal income
3,896 metal / 5 min
44.0
5m
Energy income
48,135 energy / 5 min
51.5
5m
Military construction
3,193 metal / 5 min
86.5
13OVERALL #13[crd]sisaAccount 357987 · OS 44.8215 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.
Dimension
Score
Weight
Points added
Net combat exchange
51.7
55%
28.4
Metal income
55.8
15%
8.4
Energy income
58.1
5%
2.9
Military construction
50.4
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
94.4%
100.0%
5m
Nearby cover of threatened allied assets
29.2 metal
100.0%
5m
Enemy force near the starting area
456.1 metal
100.0%
10m
Army near recorded enemy forces
96.4%
86.7%
10m
Nearby cover of threatened allied assets
109.2 metal
93.3%
10m
Enemy force near the starting area
1,685.4 metal
93.3%
15m
Army near recorded enemy forces
76.3%
60.0%
15m
Nearby cover of threatened allied assets
253.1 metal
73.3%
15m
Enemy force near the starting area
1,069.0 metal
73.3%
20m
Army near recorded enemy forces
90.4%
46.7%
20m
Nearby cover of threatened allied assets
505.3 metal
53.3%
20m
Enemy force near the starting area
1,865.9 metal
53.3%
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: 66.0Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
999 metal / 5 min
90.5
5m
Metal income
4,191 metal / 5 min
70.8
5m
Energy income
50,250 energy / 5 min
63.6
5m
Military construction
3,559 metal / 5 min
98.0
10m
Net combat exchange
2,228 metal / 5 min
90.9
10m
Metal income
9,936 metal / 5 min
99.0
10m
Energy income
194,012 energy / 5 min
99.0
10m
Military construction
1,827 metal / 5 min
13.8
15m
Net combat exchange
11,702 metal / 5 min
100.0
15m
Metal income
21,127 metal / 5 min
99.1
15m
Energy income
465,425 energy / 5 min
99.2
15m
Military construction
13,306 metal / 5 min
100.0
20m
Net combat exchange
10,135 metal / 5 min
98.9
20m
Metal income
20,175 metal / 5 min
84.8
20m
Energy income
463,737 energy / 5 min
81.2
20m
Military construction
18,069 metal / 5 min
98.1
25m
Net combat exchange
-9,447 metal / 5 min
7.3
25m
Metal income
21,865 metal / 5 min
74.7
25m
Energy income
342,359 energy / 5 min
34.8
25m
Military construction
14,255 metal / 5 min
85.3
30m
Net combat exchange
1,745 metal / 5 min
69.9
30m
Metal income
23,952 metal / 5 min
68.1
30m
Energy income
340,841 energy / 5 min
29.3
30m
Military construction
9,672 metal / 5 min
63.4
Weaker measured game ↗ · 20 Sep 2026 · Lost Game index 26.5 · 5m: 26.5Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-2,492 metal / 5 min
5.0
5m
Metal income
3,867 metal / 5 min
62.8
5m
Energy income
50,726 energy / 5 min
61.9
5m
Military construction
2,538 metal / 5 min
44.7
Typical measured game ↗ · 19 Sep 2026 · Lost Game index 51.1 · 5m: 70.7 · 10m: 25.7 · 15m: 53.9Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
178 metal / 5 min
66.3
5m
Metal income
4,154 metal / 5 min
67.3
5m
Energy income
45,613 energy / 5 min
42.1
5m
Military construction
3,082 metal / 5 min
88.0
10m
Net combat exchange
-4,525 metal / 5 min
4.1
10m
Metal income
4,339 metal / 5 min
33.1
10m
Energy income
104,349 energy / 5 min
67.0
10m
Military construction
3,582 metal / 5 min
60.5
15m
Net combat exchange
44 metal / 5 min
63.8
15m
Metal income
7,095 metal / 5 min
40.1
15m
Energy income
222,728 energy / 5 min
83.6
15m
Military construction
2,538 metal / 5 min
34.6
14OVERALL #14_[BOBO]_Account 156436 · OS 31.4613 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.
Dimension
Score
Weight
Points added
Net combat exchange
48.3
55%
26.5
Metal income
59.4
15%
8.9
Energy income
61.4
5%
3.1
Military construction
54.7
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
96.0%
92.3%
5m
Nearby cover of threatened allied assets
30.1 metal
100.0%
5m
Enemy force near the starting area
225.4 metal
100.0%
10m
Army near recorded enemy forces
82.5%
76.9%
10m
Nearby cover of threatened allied assets
70.8 metal
76.9%
10m
Enemy force near the starting area
100.0 metal
76.9%
15m
Army near recorded enemy forces
63.4%
46.2%
15m
Nearby cover of threatened allied assets
245.0 metal
61.5%
15m
Enemy force near the starting area
360.0 metal
61.5%
20m
Army near recorded enemy forces
78.2%
53.8%
20m
Nearby cover of threatened allied assets
779.3 metal
61.5%
20m
Enemy force near the starting area
2,220.1 metal
61.5%
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: 47.1Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
426 metal / 5 min
75.7
5m
Metal income
5,154 metal / 5 min
96.1
5m
Energy income
46,395 energy / 5 min
46.1
5m
Military construction
2,545 metal / 5 min
54.8
10m
Net combat exchange
5,861 metal / 5 min
99.0
10m
Metal income
6,550 metal / 5 min
76.2
10m
Energy income
151,740 energy / 5 min
93.0
10m
Military construction
2,968 metal / 5 min
37.4
15m
Net combat exchange
5,851 metal / 5 min
98.1
15m
Metal income
15,710 metal / 5 min
92.7
15m
Energy income
544,729 energy / 5 min
99.7
15m
Military construction
6,989 metal / 5 min
89.8
20m
Net combat exchange
6,750 metal / 5 min
94.8
20m
Metal income
31,327 metal / 5 min
98.3
20m
Energy income
1,095,441 energy / 5 min
98.9
20m
Military construction
21,120 metal / 5 min
99.4
25m
Net combat exchange
8,171 metal / 5 min
92.7
25m
Metal income
40,378 metal / 5 min
97.6
25m
Energy income
2,318,817 energy / 5 min
99.0
25m
Military construction
13,432 metal / 5 min
79.8
30m
Net combat exchange
-10,778 metal / 5 min
7.8
30m
Metal income
49,216 metal / 5 min
92.7
30m
Energy income
3,508,262 energy / 5 min
96.1
30m
Military construction
26,329 metal / 5 min
96.3
Weaker measured game ↗ · 20 Sep 2026 · Lost Game index 16.3 · 5m: 16.3Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-344 metal / 5 min
28.0
5m
Metal income
2,106 metal / 5 min
2.3
5m
Energy income
25,275 energy / 5 min
0.0
5m
Military construction
1,244 metal / 5 min
2.3
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: 42.8Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
1,129 metal / 5 min
89.3
5m
Metal income
4,079 metal / 5 min
60.8
5m
Energy income
52,478 energy / 5 min
71.7
5m
Military construction
3,296 metal / 5 min
93.5
10m
Net combat exchange
1,303 metal / 5 min
78.2
10m
Metal income
6,773 metal / 5 min
80.9
10m
Energy income
122,335 energy / 5 min
77.5
10m
Military construction
3,015 metal / 5 min
41.4
15m
Net combat exchange
-8,649 metal / 5 min
0.9
15m
Metal income
8,251 metal / 5 min
50.5
15m
Energy income
245,929 energy / 5 min
83.3
15m
Military construction
625 metal / 5 min
14.7
20m
Net combat exchange
-1,826 metal / 5 min
25.3
20m
Metal income
16,187 metal / 5 min
71.4
20m
Energy income
433,029 energy / 5 min
78.0
20m
Military construction
10,352 metal / 5 min
85.0
25m
Net combat exchange
-1,654 metal / 5 min
27.1
25m
Metal income
25,941 metal / 5 min
85.5
25m
Energy income
858,548 energy / 5 min
85.7
25m
Military construction
16,791 metal / 5 min
92.9
30m
Net combat exchange
-7,250 metal / 5 min
20.2
30m
Metal income
24,666 metal / 5 min
69.4
30m
Energy income
1,227,462 energy / 5 min
76.7
30m
Military construction
12,607 metal / 5 min
69.6
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 #1haavenAccount 375404 · OS 45.6113 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.
Dimension
Score
Weight
Points added
Net combat exchange
58.8
50%
29.4
Metal income
70.7
20%
14.1
Energy income
65.3
5%
3.3
Military construction
57.8
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
86.7%
100.0%
5m
Nearby cover of threatened allied assets
146.9 metal
100.0%
5m
Enemy force near the starting area
28.8 metal
100.0%
10m
Army near recorded enemy forces
93.8%
92.3%
10m
Nearby cover of threatened allied assets
201.8 metal
92.3%
10m
Enemy force near the starting area
191.8 metal
92.3%
15m
Army near recorded enemy forces
68.1%
76.9%
15m
Nearby cover of threatened allied assets
245.9 metal
76.9%
15m
Enemy force near the starting area
241.0 metal
76.9%
20m
Army near recorded enemy forces
58.8%
30.8%
20m
Nearby cover of threatened allied assets
173.1 metal
46.2%
20m
Enemy force near the starting area
946.7 metal
46.2%
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: 91.5Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
724 metal / 5 min
80.5
5m
Metal income
4,165 metal / 5 min
84.5
5m
Energy income
62,275 energy / 5 min
94.4
5m
Military construction
2,522 metal / 5 min
73.7
10m
Net combat exchange
5,352 metal / 5 min
98.6
10m
Metal income
8,556 metal / 5 min
89.8
10m
Energy income
185,733 energy / 5 min
94.4
10m
Military construction
4,465 metal / 5 min
77.9
Weaker measured game ↗ · 19 Sep 2026 · Lost Game index 52.1 · 5m: 78.2 · 10m: 60.5 · 15m: 49.3 · 20m: 20.4Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
413 metal / 5 min
77.3
5m
Metal income
4,007 metal / 5 min
73.1
5m
Energy income
44,042 energy / 5 min
34.8
5m
Military construction
3,046 metal / 5 min
92.6
10m
Net combat exchange
-950 metal / 5 min
37.6
10m
Metal income
7,418 metal / 5 min
84.6
10m
Energy income
108,693 energy / 5 min
62.0
10m
Military construction
4,878 metal / 5 min
86.6
15m
Net combat exchange
-3,562 metal / 5 min
14.4
15m
Metal income
14,292 metal / 5 min
82.3
15m
Energy income
227,781 energy / 5 min
75.0
15m
Military construction
6,919 metal / 5 min
87.4
20m
Net combat exchange
-8,107 metal / 5 min
6.2
20m
Metal income
13,085 metal / 5 min
39.4
20m
Energy income
305,699 energy / 5 min
50.9
20m
Military construction
3,565 metal / 5 min
27.6
Typical measured game ↗ · 15 Sep 2026 · Won Game index 69.3 · 5m: 70.6 · 10m: 46.9 · 15m: 69.7 · 20m: 90.2Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
1,020 metal / 5 min
93.1
5m
Metal income
3,175 metal / 5 min
18.9
5m
Energy income
39,753 energy / 5 min
17.9
5m
Military construction
2,682 metal / 5 min
77.5
10m
Net combat exchange
240 metal / 5 min
62.3
10m
Metal income
6,387 metal / 5 min
63.3
10m
Energy income
78,136 energy / 5 min
31.9
10m
Military construction
1,795 metal / 5 min
5.9
15m
Net combat exchange
-824 metal / 5 min
51.6
15m
Metal income
17,255 metal / 5 min
93.8
15m
Energy income
241,738 energy / 5 min
77.7
15m
Military construction
6,501 metal / 5 min
84.8
20m
Net combat exchange
3,771 metal / 5 min
88.6
20m
Metal income
30,530 metal / 5 min
98.9
20m
Energy income
658,239 energy / 5 min
89.3
20m
Military construction
11,471 metal / 5 min
86.6
OVERALL #2HummellAccount 346047 · OS 44.9223 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.
Dimension
Score
Weight
Points added
Net combat exchange
58.9
50%
29.5
Metal income
61.1
20%
12.2
Energy income
56.3
5%
2.8
Military construction
59.2
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
82.0%
100.0%
5m
Nearby cover of threatened allied assets
126.7 metal
100.0%
5m
Enemy force near the starting area
128.7 metal
100.0%
10m
Army near recorded enemy forces
72.5%
69.6%
10m
Nearby cover of threatened allied assets
133.3 metal
73.9%
10m
Enemy force near the starting area
96.8 metal
73.9%
15m
Army near recorded enemy forces
71.9%
56.5%
15m
Nearby cover of threatened allied assets
437.4 metal
65.2%
15m
Enemy force near the starting area
826.9 metal
65.2%
20m
Army near recorded enemy forces
55.6%
39.1%
20m
Nearby cover of threatened allied assets
932.1 metal
43.5%
20m
Enemy force near the starting area
2,508.1 metal
43.5%
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: 93.3Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
3,071 metal / 5 min
99.0
5m
Metal income
4,599 metal / 5 min
97.4
5m
Energy income
46,541 energy / 5 min
47.0
5m
Military construction
2,973 metal / 5 min
87.9
Weaker measured game ↗ · 20 Sep 2026 · Lost Game index 26.0 · 5m: 18.0 · 10m: 42.9 · 15m: 3.4 · 20m: 39.9Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-1,768 metal / 5 min
7.1
5m
Metal income
3,119 metal / 5 min
11.1
5m
Energy income
48,038 energy / 5 min
50.7
5m
Military construction
2,275 metal / 5 min
38.5
10m
Net combat exchange
1,366 metal / 5 min
76.9
10m
Metal income
4,224 metal / 5 min
9.6
10m
Energy income
52,320 energy / 5 min
9.6
10m
Military construction
2,145 metal / 5 min
8.3
15m
Net combat exchange
-5,695 metal / 5 min
0.9
15m
Metal income
4,393 metal / 5 min
9.6
15m
Energy income
31,897 energy / 5 min
0.0
15m
Military construction
960 metal / 5 min
4.1
20m
Net combat exchange
985 metal / 5 min
72.1
20m
Metal income
2,384 metal / 5 min
4.8
20m
Energy income
28,951 energy / 5 min
3.8
20m
Military construction
2,271 metal / 5 min
10.6
Typical measured game ↗ · 17 Sep 2026 · Lost Game index 67.1 · 5m: 61.4 · 10m: 62.9 · 15m: 72.0Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-57 metal / 5 min
48.4
5m
Metal income
3,855 metal / 5 min
60.7
5m
Energy income
48,011 energy / 5 min
53.8
5m
Military construction
2,843 metal / 5 min
89.4
10m
Net combat exchange
1,042 metal / 5 min
74.8
10m
Metal income
5,988 metal / 5 min
51.8
10m
Energy income
129,430 energy / 5 min
77.2
10m
Military construction
3,169 metal / 5 min
45.3
15m
Net combat exchange
-356 metal / 5 min
62.5
15m
Metal income
18,262 metal / 5 min
94.6
15m
Energy income
754,923 energy / 5 min
99.8
15m
Military construction
5,133 metal / 5 min
67.2
OVERALL #3XadAccount 224598 · OS 47.7110 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.
Dimension
Score
Weight
Points added
Net combat exchange
55.0
50%
27.5
Metal income
59.4
20%
11.9
Energy income
53.1
5%
2.7
Military construction
59.1
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
79.0%
100.0%
5m
Nearby cover of threatened allied assets
65.3 metal
100.0%
5m
Enemy force near the starting area
0.0 metal
100.0%
10m
Army near recorded enemy forces
92.1%
100.0%
10m
Nearby cover of threatened allied assets
205.6 metal
100.0%
10m
Enemy force near the starting area
21.0 metal
100.0%
15m
Army near recorded enemy forces
80.2%
80.0%
15m
Nearby cover of threatened allied assets
782.7 metal
80.0%
15m
Enemy force near the starting area
567.5 metal
80.0%
20m
Army near recorded enemy forces
86.2%
50.0%
20m
Nearby cover of threatened allied assets
552.6 metal
50.0%
20m
Enemy force near the starting area
0.0 metal
50.0%
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: 72.5Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
812 metal / 5 min
90.1
5m
Metal income
5,453 metal / 5 min
98.4
5m
Energy income
40,922 energy / 5 min
25.0
5m
Military construction
2,457 metal / 5 min
65.2
10m
Net combat exchange
577 metal / 5 min
67.1
10m
Metal income
7,271 metal / 5 min
73.8
10m
Energy income
100,278 energy / 5 min
52.8
10m
Military construction
4,344 metal / 5 min
73.3
15m
Net combat exchange
620 metal / 5 min
80.1
15m
Metal income
18,553 metal / 5 min
94.6
15m
Energy income
502,436 energy / 5 min
99.6
15m
Military construction
3,074 metal / 5 min
33.9
Weaker measured game ↗ · 19 Sep 2026 · Lost Game index 49.0 · 5m: 42.3 · 10m: 28.5 · 15m: 62.7Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
221 metal / 5 min
65.8
5m
Metal income
2,893 metal / 5 min
11.5
5m
Energy income
49,334 energy / 5 min
61.7
5m
Military construction
1,678 metal / 5 min
16.0
10m
Net combat exchange
-1,192 metal / 5 min
33.0
10m
Metal income
3,301 metal / 5 min
4.0
10m
Energy income
50,516 energy / 5 min
5.4
10m
Military construction
3,268 metal / 5 min
43.7
15m
Net combat exchange
2,947 metal / 5 min
93.9
15m
Metal income
5,065 metal / 5 min
10.5
15m
Energy income
47,227 energy / 5 min
4.8
15m
Military construction
4,031 metal / 5 min
53.6
Typical measured game ↗ · 16 Sep 2026 · Won Game index 61.4 · 5m: 59.8 · 10m: 43.0 · 15m: 60.5 · 20m: 82.3Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-147 metal / 5 min
41.0
5m
Metal income
4,027 metal / 5 min
73.0
5m
Energy income
47,833 energy / 5 min
53.5
5m
Military construction
2,811 metal / 5 min
87.9
10m
Net combat exchange
-547 metal / 5 min
45.3
10m
Metal income
5,308 metal / 5 min
32.7
10m
Energy income
53,079 energy / 5 min
7.7
10m
Military construction
3,602 metal / 5 min
53.6
15m
Net combat exchange
2,040 metal / 5 min
89.7
15m
Metal income
7,218 metal / 5 min
30.6
15m
Energy income
141,085 energy / 5 min
35.6
15m
Military construction
2,825 metal / 5 min
31.3
20m
Net combat exchange
3,473 metal / 5 min
84.4
20m
Metal income
19,274 metal / 5 min
75.6
20m
Energy income
552,312 energy / 5 min
89.5
20m
Military construction
11,265 metal / 5 min
82.0
4OVERALL #4El_TurcoAccount 99394 · OS 30.0610 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.
Dimension
Score
Weight
Points added
Net combat exchange
53.8
50%
26.9
Metal income
57.3
20%
11.5
Energy income
60.0
5%
3.0
Military construction
48.9
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
76.8%
100.0%
5m
Nearby cover of threatened allied assets
74.9 metal
100.0%
5m
Enemy force near the starting area
48.0 metal
100.0%
10m
Army near recorded enemy forces
72.0%
60.0%
10m
Nearby cover of threatened allied assets
70.6 metal
80.0%
10m
Enemy force near the starting area
125.5 metal
80.0%
15m
Army near recorded enemy forces
80.0%
60.0%
15m
Nearby cover of threatened allied assets
611.9 metal
70.0%
15m
Enemy force near the starting area
1,294.1 metal
70.0%
20m
Army near recorded enemy forces
28.0%
40.0%
20m
Nearby cover of threatened allied assets
1,272.1 metal
40.0%
20m
Enemy force near the starting area
1,618.2 metal
40.0%
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: 79.8Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
868 metal / 5 min
90.3
5m
Metal income
4,036 metal / 5 min
73.8
5m
Energy income
55,625 energy / 5 min
81.9
5m
Military construction
2,436 metal / 5 min
63.1
Weaker measured game ↗ · 18 Sep 2026 · Lost Game index 32.4 · 5m: 16.1 · 10m: 27.9 · 15m: 31.6 · 20m: 31.8 · 25m: 43.5Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-2,678 metal / 5 min
1.8
5m
Metal income
3,013 metal / 5 min
15.2
5m
Energy income
42,845 energy / 5 min
31.6
5m
Military construction
2,140 metal / 5 min
42.3
10m
Net combat exchange
-1,190 metal / 5 min
30.6
10m
Metal income
3,360 metal / 5 min
6.0
10m
Energy income
40,109 energy / 5 min
1.6
10m
Military construction
3,170 metal / 5 min
45.1
15m
Net combat exchange
-600 metal / 5 min
56.5
15m
Metal income
4,538 metal / 5 min
8.3
15m
Energy income
83,624 energy / 5 min
10.4
15m
Military construction
393 metal / 5 min
4.8
20m
Net combat exchange
-446 metal / 5 min
51.4
20m
Metal income
7,054 metal / 5 min
14.8
20m
Energy income
156,291 energy / 5 min
21.5
20m
Military construction
455 metal / 5 min
8.4
25m
Net combat exchange
-1,108 metal / 5 min
41.1
25m
Metal income
20,749 metal / 5 min
68.7
25m
Energy income
769,235 energy / 5 min
75.5
25m
Military construction
3,931 metal / 5 min
22.0
Typical measured game ↗ · 17 Sep 2026 · Lost Game index 58.8 · 5m: 38.8 · 10m: 33.7 · 15m: 91.2 · 20m: 71.7Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-719 metal / 5 min
11.3
5m
Metal income
3,954 metal / 5 min
66.9
5m
Energy income
47,393 energy / 5 min
52.1
5m
Military construction
2,527 metal / 5 min
68.6
10m
Net combat exchange
-1,568 metal / 5 min
22.9
10m
Metal income
7,741 metal / 5 min
80.4
10m
Energy income
257,391 energy / 5 min
100.0
10m
Military construction
1,266 metal / 5 min
4.8
15m
Net combat exchange
876 metal / 5 min
82.6
15m
Metal income
30,272 metal / 5 min
100.0
15m
Energy income
1,060,576 energy / 5 min
100.0
15m
Military construction
12,091 metal / 5 min
99.7
20m
Net combat exchange
-889 metal / 5 min
47.2
20m
Metal income
38,945 metal / 5 min
100.0
20m
Energy income
1,177,247 energy / 5 min
99.2
20m
Military construction
14,150 metal / 5 min
92.5
5OVERALL #5CentientWaffleAccount 124452 · OS 30.9418 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.
Dimension
Score
Weight
Points added
Net combat exchange
51.4
50%
25.7
Metal income
56.2
20%
11.2
Energy income
49.8
5%
2.5
Military construction
45.1
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
87.1%
88.9%
5m
Nearby cover of threatened allied assets
83.0 metal
100.0%
5m
Enemy force near the starting area
51.8 metal
100.0%
10m
Army near recorded enemy forces
99.0%
77.8%
10m
Nearby cover of threatened allied assets
207.4 metal
83.3%
10m
Enemy force near the starting area
894.5 metal
83.3%
15m
Army near recorded enemy forces
84.0%
38.9%
15m
Nearby cover of threatened allied assets
408.7 metal
44.4%
15m
Enemy force near the starting area
1,088.9 metal
44.4%
20m
Army near recorded enemy forces
48.1%
11.1%
20m
Nearby cover of threatened allied assets
901.3 metal
27.8%
20m
Enemy force near the starting area
2,704.8 metal
27.8%
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: 94.3Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-84 metal / 5 min
45.1
5m
Metal income
3,756 metal / 5 min
54.4
5m
Energy income
41,662 energy / 5 min
23.2
5m
Military construction
2,967 metal / 5 min
90.8
10m
Net combat exchange
2,594 metal / 5 min
89.3
10m
Metal income
10,603 metal / 5 min
98.4
10m
Energy income
121,806 energy / 5 min
73.4
10m
Military construction
1,986 metal / 5 min
9.3
15m
Net combat exchange
3,176 metal / 5 min
95.5
15m
Metal income
18,515 metal / 5 min
96.8
15m
Energy income
361,914 energy / 5 min
93.5
15m
Military construction
7,304 metal / 5 min
90.1
Weaker measured game ↗ · 20 Sep 2026 · Lost Game index 25.5 · 5m: 25.5Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-1,370 metal / 5 min
5.7
5m
Metal income
3,739 metal / 5 min
49.6
5m
Energy income
39,972 energy / 5 min
23.1
5m
Military construction
2,318 metal / 5 min
46.2
Typical measured game ↗ · 21 Sep 2026 · Won Game index 54.3 · 5m: 33.5 · 10m: 42.7 · 15m: 70.5Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-958 metal / 5 min
12.4
5m
Metal income
3,592 metal / 5 min
32.4
5m
Energy income
49,586 energy / 5 min
71.1
5m
Military construction
2,484 metal / 5 min
69.1
10m
Net combat exchange
256 metal / 5 min
64.1
10m
Metal income
4,803 metal / 5 min
25.8
10m
Energy income
73,199 energy / 5 min
17.8
10m
Military construction
2,342 metal / 5 min
18.3
15m
Net combat exchange
3,058 metal / 5 min
87.1
15m
Metal income
15,174 metal / 5 min
81.1
15m
Energy income
265,622 energy / 5 min
81.8
15m
Military construction
2,471 metal / 5 min
26.5
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]VOLTAccount 328508 · OS 35.9816 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.
Dimension
Score
Weight
Points added
Net combat exchange
54.0
20%
10.8
Metal income
65.4
45%
29.4
Energy income
64.5
10%
6.5
Military construction
54.8
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
Unknown
0.0%
5m
Nearby cover of threatened allied assets
0.0 metal
100.0%
5m
Enemy force near the starting area
0.0 metal
100.0%
10m
Army near recorded enemy forces
61.5%
81.2%
10m
Nearby cover of threatened allied assets
240.9 metal
81.2%
10m
Enemy force near the starting area
71.2 metal
81.2%
15m
Army near recorded enemy forces
87.1%
56.2%
15m
Nearby cover of threatened allied assets
279.0 metal
62.5%
15m
Enemy force near the starting area
366.7 metal
62.5%
20m
Army near recorded enemy forces
63.1%
56.2%
20m
Nearby cover of threatened allied assets
1,419.5 metal
56.2%
20m
Enemy force near the starting area
1,563.3 metal
56.2%
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: 92.5Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
110 metal / 5 min
99.1
5m
Metal income
4,432 metal / 5 min
92.8
5m
Energy income
94,327 energy / 5 min
92.1
5m
Military construction
270 metal / 5 min
86.8
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: 11.8Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-130 metal / 5 min
2.5
5m
Metal income
4,540 metal / 5 min
93.4
5m
Energy income
85,662 energy / 5 min
86.3
5m
Military construction
0 metal / 5 min
24.5
10m
Net combat exchange
3,286 metal / 5 min
98.5
10m
Metal income
14,041 metal / 5 min
92.6
10m
Energy income
240,898 energy / 5 min
61.4
10m
Military construction
7,190 metal / 5 min
100.0
15m
Net combat exchange
4,063 metal / 5 min
78.1
15m
Metal income
15,959 metal / 5 min
67.5
15m
Energy income
584,734 energy / 5 min
73.4
15m
Military construction
1,115 metal / 5 min
3.8
20m
Net combat exchange
-1,765 metal / 5 min
17.2
20m
Metal income
14,036 metal / 5 min
20.4
20m
Energy income
854,480 energy / 5 min
63.5
20m
Military construction
4,249 metal / 5 min
20.9
25m
Net combat exchange
-685 metal / 5 min
38.8
25m
Metal income
22,162 metal / 5 min
44.2
25m
Energy income
1,624,328 energy / 5 min
77.6
25m
Military construction
2,655 metal / 5 min
8.8
30m
Net combat exchange
-19,745 metal / 5 min
2.6
30m
Metal income
13,194 metal / 5 min
10.3
30m
Energy income
1,396,818 energy / 5 min
47.4
30m
Military construction
2,495 metal / 5 min
7.7
Typical measured game ↗ · 20 Sep 2026 · Won Game index 67.7 · 5m: 55.0 · 10m: 71.7 · 15m: 77.1 · 20m: 67.0Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-130 metal / 5 min
0.9
5m
Metal income
3,892 metal / 5 min
85.4
5m
Energy income
103,536 energy / 5 min
97.4
5m
Military construction
0 metal / 5 min
26.8
10m
Net combat exchange
790 metal / 5 min
90.2
10m
Metal income
12,890 metal / 5 min
66.2
10m
Energy income
329,924 energy / 5 min
66.8
10m
Military construction
3,732 metal / 5 min
68.8
15m
Net combat exchange
19,761 metal / 5 min
100.0
15m
Metal income
17,391 metal / 5 min
80.1
15m
Energy income
504,186 energy / 5 min
54.5
15m
Military construction
9,675 metal / 5 min
62.5
20m
Net combat exchange
16,442 metal / 5 min
95.6
20m
Metal income
18,243 metal / 5 min
48.7
20m
Energy income
1,013,925 energy / 5 min
84.0
20m
Military construction
11,388 metal / 5 min
70.2
OVERALL #2UsurpeRAccount 71485 · OS 42.9228 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.
Dimension
Score
Weight
Points added
Net combat exchange
45.8
20%
9.2
Metal income
65.5
45%
29.5
Energy income
52.8
10%
5.3
Military construction
55.9
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
26.4%
50.0%
5m
Nearby cover of threatened allied assets
20.9 metal
100.0%
5m
Enemy force near the starting area
1.1 metal
100.0%
10m
Army near recorded enemy forces
43.1%
57.1%
10m
Nearby cover of threatened allied assets
387.1 metal
85.7%
10m
Enemy force near the starting area
107.5 metal
85.7%
15m
Army near recorded enemy forces
66.7%
50.0%
15m
Nearby cover of threatened allied assets
563.3 metal
64.3%
15m
Enemy force near the starting area
427.4 metal
64.3%
20m
Army near recorded enemy forces
61.2%
46.4%
20m
Nearby cover of threatened allied assets
1,277.8 metal
57.1%
20m
Enemy force near the starting area
519.1 metal
57.1%
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: 89.3Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
52.0
5m
Metal income
6,217 metal / 5 min
99.1
5m
Energy income
85,165 energy / 5 min
75.4
5m
Military construction
478 metal / 5 min
85.5
10m
Net combat exchange
1,177 metal / 5 min
91.4
10m
Metal income
13,890 metal / 5 min
94.0
10m
Energy income
219,559 energy / 5 min
52.2
10m
Military construction
5,093 metal / 5 min
94.0
Weaker measured game ↗ · 20 Sep 2026 · Lost Game index 43.3 · 5m: 75.4 · 10m: 26.6 · 15m: 16.3 · 20m: 54.9Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
250 metal / 5 min
100.0
5m
Metal income
3,434 metal / 5 min
65.6
5m
Energy income
52,399 energy / 5 min
10.5
5m
Military construction
1,357 metal / 5 min
99.3
10m
Net combat exchange
-1,142 metal / 5 min
1.1
10m
Metal income
5,879 metal / 5 min
5.2
10m
Energy income
163,129 energy / 5 min
21.5
10m
Military construction
3,899 metal / 5 min
87.4
15m
Net combat exchange
-7,721 metal / 5 min
0.0
15m
Metal income
12,520 metal / 5 min
29.2
15m
Energy income
223,445 energy / 5 min
10.2
15m
Military construction
3,104 metal / 5 min
8.7
20m
Net combat exchange
-3,995 metal / 5 min
9.8
20m
Metal income
22,253 metal / 5 min
65.0
20m
Energy income
553,827 energy / 5 min
41.9
20m
Military construction
14,484 metal / 5 min
78.2
Typical measured game ↗ · 19 Sep 2026 · Won Game index 62.0 · 5m: 62.0Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-50 metal / 5 min
10.9
5m
Metal income
4,344 metal / 5 min
98.1
5m
Energy income
88,126 energy / 5 min
84.6
5m
Military construction
0 metal / 5 min
28.8
OVERALL #3PongoPygmaeusAccount 199652 · OS 36.2424 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.
Dimension
Score
Weight
Points added
Net combat exchange
52.4
20%
10.5
Metal income
58.6
45%
26.4
Energy income
55.0
10%
5.5
Military construction
57.7
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
14.3%
29.2%
5m
Nearby cover of threatened allied assets
15.6 metal
100.0%
5m
Enemy force near the starting area
0.0 metal
100.0%
10m
Army near recorded enemy forces
35.0%
79.2%
10m
Nearby cover of threatened allied assets
191.3 metal
91.7%
10m
Enemy force near the starting area
166.8 metal
91.7%
15m
Army near recorded enemy forces
65.4%
58.3%
15m
Nearby cover of threatened allied assets
615.9 metal
62.5%
15m
Enemy force near the starting area
291.2 metal
62.5%
20m
Army near recorded enemy forces
86.4%
25.0%
20m
Nearby cover of threatened allied assets
767.2 metal
29.2%
20m
Enemy force near the starting area
277.1 metal
29.2%
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: 84.7Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-21 metal / 5 min
16.0
5m
Metal income
3,724 metal / 5 min
70.8
5m
Energy income
67,837 energy / 5 min
37.9
5m
Military construction
42 metal / 5 min
49.8
10m
Net combat exchange
-1,008 metal / 5 min
1.9
10m
Metal income
12,676 metal / 5 min
80.9
10m
Energy income
345,362 energy / 5 min
87.5
10m
Military construction
5,587 metal / 5 min
97.2
15m
Net combat exchange
9,167 metal / 5 min
96.9
15m
Metal income
16,337 metal / 5 min
75.3
15m
Energy income
539,777 energy / 5 min
77.7
15m
Military construction
14,052 metal / 5 min
94.8
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: 12.4Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
51 metal / 5 min
93.3
5m
Metal income
3,142 metal / 5 min
30.5
5m
Energy income
70,050 energy / 5 min
34.2
5m
Military construction
0 metal / 5 min
26.0
10m
Net combat exchange
-535 metal / 5 min
9.7
10m
Metal income
12,845 metal / 5 min
80.2
10m
Energy income
238,420 energy / 5 min
53.8
10m
Military construction
8,544 metal / 5 min
100.0
15m
Net combat exchange
-5,339 metal / 5 min
4.0
15m
Metal income
8,782 metal / 5 min
8.0
15m
Energy income
265,888 energy / 5 min
13.4
15m
Military construction
8,650 metal / 5 min
59.6
20m
Net combat exchange
-1,036 metal / 5 min
29.8
20m
Metal income
1,497 metal / 5 min
2.3
20m
Energy income
12,175 energy / 5 min
1.8
20m
Military construction
0 metal / 5 min
1.9
25m
Net combat exchange
0 metal / 5 min
49.3
25m
Metal income
0 metal / 5 min
1.1
25m
Energy income
0 energy / 5 min
1.1
25m
Military construction
0 metal / 5 min
3.3
30m
Net combat exchange
0 metal / 5 min
54.1
30m
Metal income
0 metal / 5 min
1.2
30m
Energy income
0 energy / 5 min
1.2
30m
Military construction
0 metal / 5 min
3.8
Typical measured game ↗ · 19 Sep 2026 · Lost Game index 64.8 · 5m: 63.1 · 10m: 78.1 · 15m: 67.3 · 20m: 50.8Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
42 metal / 5 min
91.4
5m
Metal income
3,548 metal / 5 min
54.5
5m
Energy income
66,143 energy / 5 min
27.2
5m
Military construction
162 metal / 5 min
70.1
10m
Net combat exchange
0 metal / 5 min
47.5
10m
Metal income
13,125 metal / 5 min
83.0
10m
Energy income
340,259 energy / 5 min
83.4
10m
Military construction
5,157 metal / 5 min
91.8
15m
Net combat exchange
2,467 metal / 5 min
61.5
15m
Metal income
17,343 metal / 5 min
76.7
15m
Energy income
610,333 energy / 5 min
77.0
15m
Military construction
7,850 metal / 5 min
50.9
20m
Net combat exchange
-3,032 metal / 5 min
18.4
20m
Metal income
18,080 metal / 5 min
48.3
20m
Energy income
739,616 energy / 5 min
52.6
20m
Military construction
12,395 metal / 5 min
80.7
4OVERALL #4SyphosAccount 40302 · OS 40.8811 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.
Dimension
Score
Weight
Points added
Net combat exchange
41.6
20%
8.3
Metal income
59.1
45%
26.6
Energy income
56.4
10%
5.6
Military construction
57.8
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
9.2%
72.7%
5m
Nearby cover of threatened allied assets
67.4 metal
100.0%
5m
Enemy force near the starting area
0.0 metal
100.0%
10m
Army near recorded enemy forces
40.8%
63.6%
10m
Nearby cover of threatened allied assets
201.0 metal
72.7%
10m
Enemy force near the starting area
0.0 metal
72.7%
15m
Army near recorded enemy forces
40.6%
36.4%
15m
Nearby cover of threatened allied assets
571.0 metal
63.6%
15m
Enemy force near the starting area
437.1 metal
63.6%
20m
Army near recorded enemy forces
41.3%
18.2%
20m
Nearby cover of threatened allied assets
268.2 metal
63.6%
20m
Enemy force near the starting area
715.9 metal
63.6%
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: 86.6Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
50.0
5m
Metal income
5,034 metal / 5 min
96.7
5m
Energy income
90,966 energy / 5 min
84.1
5m
Military construction
1,196 metal / 5 min
98.9
Weaker measured game ↗ · 17 Sep 2026 · Lost Game index 30.7 · 5m: 78.8 · 10m: 73.2 · 15m: 2.1 · 20m: 8.2 · 25m: 11.0Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
50.8
5m
Metal income
4,004 metal / 5 min
87.3
5m
Energy income
83,528 energy / 5 min
67.8
5m
Military construction
660 metal / 5 min
90.2
10m
Net combat exchange
-2,096 metal / 5 min
1.5
10m
Metal income
15,377 metal / 5 min
98.4
10m
Energy income
299,765 energy / 5 min
70.6
10m
Military construction
4,656 metal / 5 min
86.1
15m
Net combat exchange
-2,685 metal / 5 min
7.0
15m
Metal income
1,010 metal / 5 min
0.5
15m
Energy income
30,455 energy / 5 min
0.5
15m
Military construction
369 metal / 5 min
1.6
20m
Net combat exchange
0 metal / 5 min
38.2
20m
Metal income
0 metal / 5 min
0.3
20m
Energy income
0 energy / 5 min
0.4
20m
Military construction
0 metal / 5 min
1.5
25m
Net combat exchange
0 metal / 5 min
41.8
25m
Metal income
0 metal / 5 min
2.7
25m
Energy income
0 energy / 5 min
2.7
25m
Military construction
0 metal / 5 min
4.8
Typical measured game ↗ · 16 Sep 2026 · Lost Game index 55.7 · 5m: 88.3 · 10m: 83.6 · 15m: 42.6 · 20m: 8.4Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
50.8
5m
Metal income
5,074 metal / 5 min
98.7
5m
Energy income
95,989 energy / 5 min
96.3
5m
Military construction
1,114 metal / 5 min
96.2
10m
Net combat exchange
101 metal / 5 min
72.7
10m
Metal income
13,660 metal / 5 min
85.3
10m
Energy income
317,366 energy / 5 min
79.5
10m
Military construction
5,157 metal / 5 min
90.9
15m
Net combat exchange
-6,414 metal / 5 min
1.3
15m
Metal income
13,534 metal / 5 min
36.0
15m
Energy income
433,511 energy / 5 min
43.5
15m
Military construction
13,019 metal / 5 min
87.4
20m
Net combat exchange
0 metal / 5 min
38.2
20m
Metal income
42 metal / 5 min
0.5
20m
Energy income
1,424 energy / 5 min
1.4
20m
Military construction
0 metal / 5 min
1.5
5OVERALL #5AcquiredTasteAccount 285608 · OS 30.8010 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.
Dimension
Score
Weight
Points added
Net combat exchange
46.3
20%
9.3
Metal income
52.5
45%
23.6
Energy income
58.3
10%
5.8
Military construction
54.4
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
100.0%
10.0%
5m
Nearby cover of threatened allied assets
12.5 metal
100.0%
5m
Enemy force near the starting area
95.0 metal
100.0%
10m
Army near recorded enemy forces
33.1%
80.0%
10m
Nearby cover of threatened allied assets
675.2 metal
80.0%
10m
Enemy force near the starting area
185.0 metal
80.0%
15m
Army near recorded enemy forces
62.0%
70.0%
15m
Nearby cover of threatened allied assets
1,081.1 metal
70.0%
15m
Enemy force near the starting area
439.7 metal
70.0%
20m
Army near recorded enemy forces
38.1%
40.0%
20m
Nearby cover of threatened allied assets
1,596.3 metal
50.0%
20m
Enemy force near the starting area
352.0 metal
50.0%
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: 91.8Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
49.7
5m
Metal income
3,850 metal / 5 min
74.2
5m
Energy income
81,538 energy / 5 min
65.1
5m
Military construction
151 metal / 5 min
66.6
10m
Net combat exchange
96 metal / 5 min
60.6
10m
Metal income
15,912 metal / 5 min
100.0
10m
Energy income
484,222 energy / 5 min
100.0
10m
Military construction
6,631 metal / 5 min
98.9
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: 12.4Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
50.8
5m
Metal income
3,479 metal / 5 min
54.7
5m
Energy income
96,111 energy / 5 min
96.3
5m
Military construction
0 metal / 5 min
27.0
10m
Net combat exchange
0 metal / 5 min
46.6
10m
Metal income
14,147 metal / 5 min
90.9
10m
Energy income
355,496 energy / 5 min
90.4
10m
Military construction
3,395 metal / 5 min
73.0
15m
Net combat exchange
2,521 metal / 5 min
63.8
15m
Metal income
10,103 metal / 5 min
10.7
15m
Energy income
335,086 energy / 5 min
23.6
15m
Military construction
9,137 metal / 5 min
58.7
20m
Net combat exchange
919 metal / 5 min
52.1
20m
Metal income
335 metal / 5 min
1.9
20m
Energy income
1,880 energy / 5 min
1.9
20m
Military construction
252 metal / 5 min
3.4
25m
Net combat exchange
-125 metal / 5 min
37.6
25m
Metal income
0 metal / 5 min
2.7
25m
Energy income
0 energy / 5 min
2.7
25m
Military construction
0 metal / 5 min
4.8
30m
Net combat exchange
-105 metal / 5 min
48.8
30m
Metal income
0 metal / 5 min
2.3
30m
Energy income
0 energy / 5 min
2.8
30m
Military construction
0 metal / 5 min
5.4
Typical measured game ↗ · 15 Sep 2026 · Lost Game index 53.8 · 5m: 53.8Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-254 metal / 5 min
0.0
5m
Metal income
3,542 metal / 5 min
55.0
5m
Energy income
82,449 energy / 5 min
90.0
5m
Military construction
210 metal / 5 min
80.0
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 #1EpicTyrannusAccount 369636 · OS 42.5722 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.
Dimension
Score
Weight
Points added
Net combat exchange
59.4
45%
26.7
Metal income
66.5
20%
13.3
Energy income
52.9
10%
5.3
Military construction
57.8
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
53.0%
100.0%
5m
Nearby cover of threatened allied assets
8.2 metal
100.0%
5m
Enemy force near the starting area
30.9 metal
100.0%
10m
Army near recorded enemy forces
69.3%
86.4%
10m
Nearby cover of threatened allied assets
1.1 metal
90.9%
10m
Enemy force near the starting area
52.8 metal
90.9%
15m
Army near recorded enemy forces
53.1%
63.6%
15m
Nearby cover of threatened allied assets
49.8 metal
63.6%
15m
Enemy force near the starting area
115.0 metal
63.6%
20m
Army near recorded enemy forces
67.6%
59.1%
20m
Nearby cover of threatened allied assets
16.3 metal
59.1%
20m
Enemy force near the starting area
0.0 metal
59.1%
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: 89.4Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
359 metal / 5 min
93.2
5m
Metal income
3,960 metal / 5 min
93.2
5m
Energy income
38,554 energy / 5 min
51.9
5m
Military construction
2,564 metal / 5 min
94.7
Weaker measured game ↗ · 15 Sep 2026 · Lost Game index 32.0 · 5m: 43.1 · 10m: 20.8Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-217 metal / 5 min
12.8
5m
Metal income
4,684 metal / 5 min
100.0
5m
Energy income
26,315 energy / 5 min
5.5
5m
Military construction
1,954 metal / 5 min
67.4
10m
Net combat exchange
-1,346 metal / 5 min
13.0
10m
Metal income
5,327 metal / 5 min
8.4
10m
Energy income
105,379 energy / 5 min
46.1
10m
Military construction
3,744 metal / 5 min
34.7
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: 90.1Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
51.4
5m
Metal income
3,951 metal / 5 min
93.3
5m
Energy income
24,616 energy / 5 min
4.3
5m
Military construction
2,340 metal / 5 min
87.9
10m
Net combat exchange
4,762 metal / 5 min
97.6
10m
Metal income
11,942 metal / 5 min
100.0
10m
Energy income
96,688 energy / 5 min
39.5
10m
Military construction
4,912 metal / 5 min
72.3
15m
Net combat exchange
-624 metal / 5 min
40.8
15m
Metal income
18,945 metal / 5 min
92.2
15m
Energy income
334,533 energy / 5 min
88.0
15m
Military construction
44 metal / 5 min
1.7
20m
Net combat exchange
240 metal / 5 min
57.3
20m
Metal income
36,500 metal / 5 min
98.0
20m
Energy income
996,934 energy / 5 min
99.1
20m
Military construction
4,074 metal / 5 min
27.7
25m
Net combat exchange
7,885 metal / 5 min
84.5
25m
Metal income
62,100 metal / 5 min
100.0
25m
Energy income
2,601,381 energy / 5 min
100.0
25m
Military construction
40,003 metal / 5 min
99.7
30m
Net combat exchange
8,491 metal / 5 min
78.7
30m
Metal income
83,525 metal / 5 min
99.3
30m
Energy income
3,306,320 energy / 5 min
98.1
30m
Military construction
62,051 metal / 5 min
100.0
OVERALL #2fanboiAccount 21705 · OS 33.0336 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.
Dimension
Score
Weight
Points added
Net combat exchange
52.8
45%
23.7
Metal income
64.9
20%
13.0
Energy income
54.5
10%
5.4
Military construction
58.6
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
48.2%
100.0%
5m
Nearby cover of threatened allied assets
2.1 metal
100.0%
5m
Enemy force near the starting area
4.9 metal
100.0%
10m
Army near recorded enemy forces
72.8%
88.9%
10m
Nearby cover of threatened allied assets
53.3 metal
88.9%
10m
Enemy force near the starting area
49.2 metal
88.9%
15m
Army near recorded enemy forces
51.9%
66.7%
15m
Nearby cover of threatened allied assets
9.4 metal
69.4%
15m
Enemy force near the starting area
150.4 metal
69.4%
20m
Army near recorded enemy forces
65.3%
47.2%
20m
Nearby cover of threatened allied assets
66.8 metal
47.2%
20m
Enemy force near the starting area
1,522.4 metal
47.2%
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: 95.2Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
0 metal / 5 min
55.9
5m
Metal income
3,825 metal / 5 min
88.6
5m
Energy income
34,074 energy / 5 min
35.1
5m
Military construction
1,944 metal / 5 min
61.0
10m
Net combat exchange
5,397 metal / 5 min
97.7
10m
Metal income
10,401 metal / 5 min
98.5
10m
Energy income
147,289 energy / 5 min
76.2
10m
Military construction
5,759 metal / 5 min
86.2
15m
Net combat exchange
5,690 metal / 5 min
98.3
15m
Metal income
20,242 metal / 5 min
96.6
15m
Energy income
263,741 energy / 5 min
83.0
15m
Military construction
9,785 metal / 5 min
93.4
Weaker measured game ↗ · 20 Sep 2026 · Won Game index 32.9 · 5m: 34.9 · 10m: 30.9Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-169 metal / 5 min
10.2
5m
Metal income
3,707 metal / 5 min
70.5
5m
Energy income
30,766 energy / 5 min
16.5
5m
Military construction
1,980 metal / 5 min
58.3
10m
Net combat exchange
-1,120 metal / 5 min
19.4
10m
Metal income
6,603 metal / 5 min
33.0
10m
Energy income
109,774 energy / 5 min
47.0
10m
Military construction
4,356 metal / 5 min
43.6
Typical measured game ↗ · 22 Sep 2026 · Won Game index 63.8 · 5m: 45.1 · 10m: 78.7 · 15m: 65.8Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-51 metal / 5 min
23.1
5m
Metal income
3,793 metal / 5 min
76.7
5m
Energy income
27,622 energy / 5 min
6.7
5m
Military construction
2,206 metal / 5 min
74.8
10m
Net combat exchange
7,257 metal / 5 min
100.0
10m
Metal income
9,210 metal / 5 min
92.2
10m
Energy income
111,668 energy / 5 min
55.0
10m
Military construction
3,633 metal / 5 min
38.9
15m
Net combat exchange
810 metal / 5 min
59.9
15m
Metal income
15,350 metal / 5 min
77.5
15m
Energy income
212,700 energy / 5 min
63.6
15m
Military construction
6,208 metal / 5 min
67.7
OVERALL #3HummellAccount 346047 · OS 44.9216 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.
Dimension
Score
Weight
Points added
Net combat exchange
57.4
45%
25.8
Metal income
56.3
20%
11.3
Energy income
40.0
10%
4.0
Military construction
60.8
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
26.7%
100.0%
5m
Nearby cover of threatened allied assets
0.8 metal
100.0%
5m
Enemy force near the starting area
0.0 metal
100.0%
10m
Army near recorded enemy forces
74.9%
75.0%
10m
Nearby cover of threatened allied assets
46.4 metal
81.2%
10m
Enemy force near the starting area
249.7 metal
81.2%
15m
Army near recorded enemy forces
67.0%
56.2%
15m
Nearby cover of threatened allied assets
39.2 metal
68.8%
15m
Enemy force near the starting area
25.7 metal
68.8%
20m
Army near recorded enemy forces
73.6%
31.2%
20m
Nearby cover of threatened allied assets
64.6 metal
31.2%
20m
Enemy force near the starting area
500.8 metal
31.2%
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: 94.6Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
192 metal / 5 min
78.3
5m
Metal income
3,597 metal / 5 min
67.2
5m
Energy income
31,610 energy / 5 min
22.4
5m
Military construction
2,096 metal / 5 min
86.4
10m
Net combat exchange
3,660 metal / 5 min
97.2
10m
Metal income
9,249 metal / 5 min
90.7
10m
Energy income
74,837 energy / 5 min
18.5
10m
Military construction
6,110 metal / 5 min
93.5
15m
Net combat exchange
1,234 metal / 5 min
92.9
15m
Metal income
18,202 metal / 5 min
88.8
15m
Energy income
187,460 energy / 5 min
39.8
15m
Military construction
3,169 metal / 5 min
26.5
20m
Net combat exchange
2,255 metal / 5 min
88.8
20m
Metal income
35,638 metal / 5 min
97.5
20m
Energy income
485,477 energy / 5 min
75.0
20m
Military construction
16,049 metal / 5 min
85.0
25m
Net combat exchange
4,475 metal / 5 min
94.4
25m
Metal income
41,581 metal / 5 min
96.3
25m
Energy income
948,584 energy / 5 min
85.2
25m
Military construction
30,229 metal / 5 min
100.0
30m
Net combat exchange
25,776 metal / 5 min
92.0
30m
Metal income
47,819 metal / 5 min
94.0
30m
Energy income
1,999,217 energy / 5 min
94.0
30m
Military construction
41,958 metal / 5 min
100.0
Weaker measured game ↗ · 19 Sep 2026 · Lost Game index 34.7 · 5m: 36.3 · 10m: 36.5 · 15m: 33.0Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-70 metal / 5 min
27.2
5m
Metal income
3,341 metal / 5 min
48.1
5m
Energy income
32,434 energy / 5 min
24.9
5m
Military construction
1,580 metal / 5 min
47.9
10m
Net combat exchange
-5,236 metal / 5 min
2.8
10m
Metal income
7,836 metal / 5 min
76.5
10m
Energy income
85,896 energy / 5 min
33.4
10m
Military construction
4,422 metal / 5 min
66.4
15m
Net combat exchange
0 metal / 5 min
71.9
15m
Metal income
0 metal / 5 min
0.6
15m
Energy income
0 energy / 5 min
0.8
15m
Military construction
0 metal / 5 min
1.8
Typical measured game ↗ · 21 Sep 2026 · Lost Game index 65.1 · 5m: 65.1Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
51 metal / 5 min
63.6
5m
Metal income
3,627 metal / 5 min
73.1
5m
Energy income
30,493 energy / 5 min
20.7
5m
Military construction
1,875 metal / 5 min
79.2
4OVERALL #4JesterBAccount 301639 · OS 32.7040 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.
Dimension
Score
Weight
Points added
Net combat exchange
44.6
45%
20.1
Metal income
58.7
20%
11.7
Energy income
47.2
10%
4.7
Military construction
59.6
25%
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.
Time
Observation
Mean
Coverage
5m
Army near recorded enemy forces
46.1%
100.0%
5m
Nearby cover of threatened allied assets
6.4 metal
100.0%
5m
Enemy force near the starting area
72.3 metal
100.0%
10m
Army near recorded enemy forces
76.7%
67.5%
10m
Nearby cover of threatened allied assets
0.4 metal
75.0%
10m
Enemy force near the starting area
351.9 metal
75.0%
15m
Army near recorded enemy forces
75.8%
50.0%
15m
Nearby cover of threatened allied assets
8.8 metal
60.0%
15m
Enemy force near the starting area
822.0 metal
60.0%
20m
Army near recorded enemy forces
78.8%
25.0%
20m
Nearby cover of threatened allied assets
1.7 metal
37.5%
20m
Enemy force near the starting area
1,912.0 metal
37.5%
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: 83.2Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
241 metal / 5 min
92.7
5m
Metal income
3,685 metal / 5 min
72.8
5m
Energy income
35,053 energy / 5 min
27.4
5m
Military construction
2,576 metal / 5 min
96.6
Weaker measured game ↗ · 15 Sep 2026 · Won Game index 18.1 · 5m: 26.8 · 10m: 9.5Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-44 metal / 5 min
34.6
5m
Metal income
2,879 metal / 5 min
14.5
5m
Energy income
29,268 energy / 5 min
14.7
5m
Military construction
1,142 metal / 5 min
27.2
10m
Net combat exchange
-1,560 metal / 5 min
20.7
10m
Metal income
1,674 metal / 5 min
0.0
10m
Energy income
12,908 energy / 5 min
0.0
10m
Military construction
485 metal / 5 min
0.8
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: 66.4Show measured checkpoints
Each value is the change during the preceding five minutes. Its percentile compares matching reference accounts.
Checkpoint
Dimension
Observed change
Peer percentile
5m
Net combat exchange
-170 metal / 5 min
20.0
5m
Metal income
3,670 metal / 5 min
71.6
5m
Energy income
34,930 energy / 5 min
35.4
5m
Military construction
2,104 metal / 5 min
80.2
10m
Net combat exchange
-3,255 metal / 5 min
8.8
10m
Metal income
8,075 metal / 5 min
79.5
10m
Energy income
102,854 energy / 5 min
46.7
10m
Military construction
5,460 metal / 5 min
90.7
15m
Net combat exchange
-707 metal / 5 min
55.6
15m
Metal income
9,998 metal / 5 min
40.8
15m
Energy income
199,202 energy / 5 min
55.4
15m
Military construction
5,690 metal / 5 min
64.5
20m
Net combat exchange
-8,915 metal / 5 min
5.4
20m
Metal income
19,977 metal / 5 min
74.7
20m
Energy income
206,292 energy / 5 min
32.2
20m
Military construction
8,086 metal / 5 min
58.5
25m
Net combat exchange
3,262 metal / 5 min
78.2
25m
Metal income
20,965 metal / 5 min
58.5
25m
Energy income
429,833 energy / 5 min
46.8
25m
Military construction
10,295 metal / 5 min
53.8
30m
Net combat exchange
10,125 metal / 5 min
86.6
30m
Metal income
20,684 metal / 5 min
48.5
30m
Energy income
372,555 energy / 5 min
24.7
30m
Military construction
15,264 metal / 5 min
61.1
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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.
Rating: the latest observed OS must be strictly above 30 to appear. Other ratings remain in the reference population; OS is not a scoring factor.
Evidence required: at least 10 scored games on 5 UTC playing dates, with 60% of eligible position games scoreable. Eligible games last at least 8 minutes; shorter games remain context.
Reference players: Exact canonical mirrored starting spot, corrected role, gameplay settings, game/balance version, map hash, actual faction and checkpoint, within 30 days either side of the game. Reference accounts have equal weight and the evaluated account is excluded. All rating levels are references.
Game phases: Disjoint five-minute changes from game start through minute 30, excluding the final three minutes. Average checkpoints within early (0–10), mid (10–20) and late (20–30) phases, then available phases within each game; every game has equal weight. Phase availability depends on duration, so compare phase coverage as well as the index.
Missing measurements: All four dimensions and every expected checkpoint through minute 30 must be measured and have enough complete peers. Missing evidence is never zero-filled or compensated by changing dimension weights. Games lasting 5–8 minutes are unscored context; games of at least 8 minutes can contribute their five-minute evidence.
Role weights: Published role weights are provisional design choices, not trained weights or percentages of victory contribution. Net exchange is the only combat-result axis: raw damage, destroyed metal and kills are not added again. Income and construction are related observations, not independent causal effects.
Evidence adjustment: Raw per-game mean is shrunk toward 50 with weight observed_UTC_dates / (observed_UTC_dates + 5). A higher score with overlapping intervals is not a demonstrated difference.
Uncertainty: 95% percentile bootstrap with 500 resamples of whole UTC playing dates; checkpoints are not independent observations. Peer references remain fixed. Intervals describe sampling variability, not missing-data or model uncertainty.
Limits: Not validated skill, causal contribution or win probability. Income can reward greed and includes reclaim/script income; energy includes excess. Construction includes unfinished progress and allied help. Final-attacker trade misses assists and useful sacrifices. Teamwork, opponent strength, map control and player intent remain incompletely measured.
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.