Old School Vol VI
Hours per turniTime from a turn starting until the player finishes it, three ways — switch them on and off with the chips.
median: the typical turn, one AFK turn cannot skew it.
mean: the plain average, pulled up by every slow turn — the gap to the median shows how uneven a player is.
harmonic: dominated by the fast turns; it answers "how quickly does this player react when they are around" (turns under a minute count as a minute).
Lower = faster. Sorting follows the first series that is on.
Player speediPer player, computed from turn-start and turn-finish log events: median, mean, harmonic mean and max hours to finish a turn, turns = how many turns the number is based on (with ≤ 2 turns median and average are the same thing), missed = turns the player failed to play before the timer ran out. Whoever ends a turn leaves no "finished" entry in the log, so they are credited with the full turn length.
| player | median | mean | harm. | max | turns | missed |
Waiting for the last playeriFor every completed turn: how long the table sat waiting between the second-to-last player finishing and the turn actually ending — attributed to the player(s) everyone was waiting for. total = hours the others spent waiting for this player over the whole game, last = how many turns they were the last one.
Time in gameiHours actually logged into the game, from login/logout events (10 s resolution). total over the whole game, sessions = number of logins, avg / median / max = length of one session. A session still open counts up to now only while the player is online.
| player | total | sessions | avg | median | max |
Whip counteriPopulation sold for hammers. PBSpy is not told about whips directly, so this reads the public score log: a score drop during your own turn, with nobody else gaining at that moment, is you paying population — almost always the whip (rarely starvation or a lost unit upkeep). score = score points paid, whips = how many times, biggest = the largest single hit. Same information anyone can read off the score list; it is an interpretation, not an engine counter.
| player | score whipped | whips | biggest |
🏛 BuildersiHow many cities each player has founded. Nobody reports cities to PBSpy — the game only gives a score, and a rival's city count is not public information in Civ4 — so this is read off the public score log, exactly like the whip counter. A founded city is worth +2 or +3 score and — this is what separates it from the rest — it lands while that player is logged in, because founding is something you do. A +6 at the turn roll is a technology finishing or a city growing, not a new city. The capital is the exception: it arrives as one +18 jump with the opening score. cities counts the capital, founded is what was built after it, first/last are the turns. Jumps matching somebody else's loss are captures and belong to Bloodthirst instead. It stays an interpretation of public data, not an engine counter.
| player | cities | founded | first | last |
🩸 BloodthirstiScore taken off other players. When one player's score drops at the same moment another's jumps, the second one took something — a city. damage = score points taken from others, hits = how many such moments, kills = blows that finished a civ off (the last hit is worth a lot: the victim loses their techs and everything with it), lost = score taken off them. Derived from the public score log, so a coincidence of two unrelated score changes inside four minutes of the same turn can mis-attribute a hit.
| player | damage | hits | kills | lost |
When in the turn do people playiEach turn is cut into hour boxes from the moment it opened (box 0 = first hour, box 1 = second hour…). A player who finished 10 turns within the first hour has 10 in box 0. Click the chips to overlay several players — bars are translucent, so overlaps show as darker areas. ∑ sum selected stacks them instead: one bar per hour box whose height is the total of everyone switched on (player A 5 + player B 7 = 12), coloured by who contributed what — that is the readable view with everyone on. The turn timer marks the last box.
Turn length (hours), 10-turn averageiReal wall-clock length of each game turn = hours between two consecutive "new turn" events. Thin line = each turn; bold line = rolling average of the last 10 turns (smooths out spikes). Shows if the game is speeding up or slowing down. The turn in progress is not in yet.
Score progressioniIn-game score per turn. The log only stores score changes, so each player's last known value is carried forward — a flat line means the score did not move, not missing data.
score: the raw number. Early on everyone is tied, so all lines sit on top of each other — that is real, not a bug; use the chips to isolate players.
rank: 1st at the top; players tied on score share a rank.
Click the chips to show or hide players.
Login activity by houriCount of player logins grouped by weekday × hour, shown in your local time. Darker cell = more logins in that slot. Reveals when your group actually plays.
Every week of the game is added up — one cell is every Monday 20:00 there has ever been, not just the last one. Use the week chips to add or drop single weeks, and hover a cell to see how it splits across them. The outlined cell is the hour you are in right now.
The blue underline marks hours in which a new turn started, the wider the bar the more turns rolled in that hour — so you can see whether the turn rolls while people are around or in the middle of the night.
LoginsiTotal number of login events per player across the whole game — a rough measure of how engaged / active each player is.
Game healthiPauses = times the game was paused, reloads = times a save was reloaded (e.g. after a crash), eliminated = players knocked out of the game.