Old School Vol VI · turns 7–16 · last 30 days

turn 16 · statistics · back to game
period whole game 7 days30 days90 days turns all 1–101–25 last 10
▸ turns 7–16 · last 30 days · 10 turns in the selection ✕ clear

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.

playermedianmeanharm.maxturnsmissed

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.

playertotallastavgmax

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.

playertotalsessionsavgmedianmax

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.

playerscore whippedwhipsbiggest

🏛 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.

playercitiesfoundedfirstlast

🩸 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.

playerdamagehitskillslost

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.