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Post-Game

Post-Game Screen

InGame → Victory/Defeat → Post-Game
┌──────────────────────────────────────────────────────────────┐
│  VICTORY                                                     │
│  Coastal Fortress — 12:34                                    │
│                                                              │
│  ┌───────────────────────────────────────────────────────┐  │
│  │ STATS           You              Opponent             │  │
│  │ Units Built:    87               63                   │  │
│  │ Units Lost:     34               63 (all)             │  │
│  │ Structures:     12               8                    │  │
│  │ Economy:        $45,200          $31,800              │  │
│  │ APM:            142              98                   │  │
│  │ Peak Army:      52               41                   │  │
│  └───────────────────────────────────────────────────────┘  │
│                                                              │
│  Rating: Captain II → Captain I (+32)  🎖                    │
│                                                              │
│  ┌──────────────────────────────────────────────────────┐   │
│  │ CHAT (5-minute post-game lobby, still active)        │   │
│  │ Opponent: gg wp                                      │   │
│  │ You: gg                                              │   │
│  └──────────────────────────────────────────────────────┘   │
│                                                              │
│  [Watch Replay]  [Save Replay]  [Re-Queue]  [Main Menu]     │
│                                                              │
│  [Report Player]                          Closes in: 4:32    │
│                                                              │
│  💡 TIP: You had 15 idle harvester seconds — try keeping     │
│     all harvesters active for higher income. [Learn more →]  │
└──────────────────────────────────────────────────────────────┘

Post-game elements:

  • Stats comparison — Economy, production, combat, activity (APM/EPM). Graphs available on hover/click.
  • MVP Awards — Stat-based recognition cards highlighting top performers (see MVP Awards section below).
  • Rating update — Tier badge animation if promoted/demoted. Delta shown.
  • Chat — Active for the full 5-minute post-game lobby duration. Both teams can talk.
  • Post-game learning (D065) — Rule-based tip analyzing the match (e.g., idle harvesters, low APM, no control groups used). Links to tutorial or replay annotation.
  • Watch Replay → Replay Viewer (immediate — the .icrep file is incrementally valid during recording, so the viewer can open it before the writer finalizes the archival header)
  • Save Replay → Save finalized .icrep file with complete header (total_ticks, final_state_hash) and metadata (available after the background writer flushes on match end)
  • Re-Queue → Back to matchmaking queue (ranked)
  • Main Menu → Return to main menu
  • Report Player → Report dialog (reason dropdown, optional text)
  • Post-play feedback pulse (optional, sampled) — quick “how was this?” prompt for mode/mod/campaign with skip/snooze controls

MVP Awards (Post-Game Recognition)

After every multiplayer match (skirmish, ranked, co-op, team), the post-game screen will display stat-based MVP award cards recognizing standout performance. These are auto-calculated from match data — no player voting required.

┌──────────────────────────────────────────────────────────────┐
│  MVP AWARDS                                                  │
│                                                              │
│  ┌─────────────┐  ┌─────────────┐  ┌─────────────┐         │
│  │ 🏆 MVP      │  │ ⚔ Warlord   │  │ 💰 Tycoon   │         │
│  │ CommanderX  │  │ TankRush99  │  │ You         │         │
│  │ Score: 4820 │  │ 142 kills   │  │ $68,200     │         │
│  │             │  │ 23 K/D      │  │ harvested   │         │
│  └─────────────┘  └─────────────┘  └─────────────┘         │
│                                                              │
│  Personal: 🛡 Iron Wall — lost only 12 units                │
└──────────────────────────────────────────────────────────────┘

Award categories — the engine selects 2–4 awards per match from the following categories, based on which stats are most exceptional relative to the match context. Not all awards appear every game — only standout performances are highlighted.

CategoryAward NameCriteria
OverallMVPHighest composite score (weighted: economy + combat + production + map control)
EconomyTycoonHighest total resources harvested
Efficient CommanderBest resource-to-army conversion ratio (least waste)
Expansion MasterFastest or most ore/refinery expansions
CombatWarlordMost enemy units destroyed
Iron WallBest unit preservation (lowest units lost relative to army size)
Tank BusterMost enemy vehicles/armor destroyed
Air SuperiorityMost enemy aircraft destroyed or air-to-ground kills
First StrikeFirst player to destroy an enemy unit
DecimatorLargest single engagement (most units destroyed in one battle)
ProductionWar MachineMost units produced
Tech RushFastest time to highest tech tier
BuilderMost structures built
StrategicBlitzkriegFastest victory (shortest match duration, only in decisive wins)
Map ControlHighest average map vision / territory control
Spy MasterMost intelligence gathered (scout actions, radar coverage)
SaboteurMost enemy structures destroyed
Team (team games)Best WingmanMost assist actions (shared vision, resource transfers, combined attacks)
Team BackboneHighest resource sharing / support to allies
Last StandSurvived longest after allies were eliminated
Co-op (D070)Mission CriticalHighest objective completion contribution
Guardian AngelMost successful support/extraction actions (Commander role)
Shadow OperativeMost field objectives completed (SpecOps role)
Fun / FlavorOverkillUsed superweapon when conventional forces would have sufficed
Comeback KingWon after being behind by >50% army value
UntouchableWon without losing a single structure
TurtleLongest time before first attack

Award selection algorithm:

  1. After match ends, compute all stat categories for all players
  2. For each category, check if any player’s stat is significantly above the match average (threshold: top percentile relative to match context, not absolute values)
  3. Select the top 2–4 most exceptional awards — prefer variety across categories (don’t show 3 combat awards)
  4. In 1v1: show 1–2 awards per player. In team games: show 3–4 total across all players. Overall MVP always shown if the match has 3+ players
  5. Each player also sees a personal award (their single best stat) even if they didn’t earn a match-wide award

Design rules:

  • No effect on ranked rating. Awards are cosmetic recognition only — Glicko-2 rating changes are computed purely from win/loss (D055).
  • Profile-visible. Award counts are tracked in the player profile (D053) — e.g., “MVP ×47, Tycoon ×23, Iron Wall ×15.” Displayed as a stat line, not badges.
  • Moddable. Award definitions are YAML-driven (awards.yaml): name, icon, stat formula, threshold, flavor text. Modders can add game-module-specific awards (e.g., Tiberian Dawn: “Nod Commander” for most stealth unit kills). Workshop-publishable.
  • Anti-farming. Awards are only granted in matches that meet minimum thresholds: minimum match duration (>3 minutes), minimum opponent count/difficulty, and no early surrenders. AI-only matches grant awards but they are tagged as vs-AI in the profile and tracked separately.
  • Replay-linked. Each award links to the replay moment that earned it (e.g., “Decimator” links to the tick of the largest battle). Clicking the award in the post-game screen jumps to that moment in the replay viewer.

Play-of-the-Game (D077)

After each match, the highest-scoring highlight moment is displayed as a POTG viewport on the post-game screen — a 20–45 second replay clip with cinematic camera and a category label (e.g., “Decisive Assault”, “Against All Odds”, “Nuclear Option”). All players in multiplayer see the same POTG (deterministic scoring from the shared Analysis Event Stream).

┌──────────────────────────────────────────────────────────────┐
│  PLAY OF THE GAME                                           │
│                                                              │
│  ┌────────────────────────────────────────────────┐          │
│  │                                                │          │
│  │   [Replay viewport: highlight camera AI]       │          │
│  │   [20–45 second clip of top scoring moment]    │          │
│  │                                                │          │
│  └────────────────────────────────────────────────┘          │
│                                                              │
│  Category: "Against All Odds"    Player: CommanderX          │
│                                                              │
│  [Watch Full Replay]  [Skip to Stats →]                      │
└──────────────────────────────────────────────────────────────┘
  • Skippable — Escape or Skip button jumps to MVP awards / stats screen
  • Team games: Bonus for coordinated team actions in the same engagement window
  • Scoring: Four-dimension pipeline (engagement density 0.35, momentum swing 0.25, z-score anomaly 0.20, rarity bonus 0.20) with per-match baselines. See decisions/09d/D077-replay-highlights.md for the full scoring specification
  • Category labels: YAML-moddable per game module (highlight-config.yaml)
  • Highlight library: Top 5 moments per match stored as replay references in SQLite (profile.db); available in Profile → Highlights and as a main menu background option

Post-Play Feedback Prompt (Modes / Mods / Campaigns; Optional D049 + D053)

The post-game screen may show a sampled, skippable feedback prompt. It is designed to help mode/mod/campaign authors improve content without blocking normal post-game actions.

┌──────────────────────────────────────────────────────────────┐
│  HOW WAS THIS MATCH / MODE?                                 │
│                                                              │
│  Target: Commander & SpecOps (IC-native mode)               │
│  Optional mod in use: "Combined Arms v2.1"                  │
│                                                              │
│  Fun / Experience:  [★] [★] [★] [★] [★]                    │
│  Quick tags: [Fun] [Confusing] [Too fast] [Great co-op]     │
│                                                              │
│  Feedback (optional): [__________________________________]  │
│                                                              │
│  If sent to the author/community, constructive feedback may │
│  earn profile-only recognition if marked helpful.           │
│  (No gameplay or ranked bonuses.)                           │
│                                                              │
│  [Send Feedback] [Skip] [Snooze] [Don't Ask for This Mode]  │
└──────────────────────────────────────────────────────────────┘

UX rules:

  • sampled/cooldown-based, not every match/session
  • non-blocking: replay/save/requeue/main-menu actions remain available
  • clearly labeled target (mode, campaign, Workshop resource)
  • spoiler-safe defaults for campaign feedback prompts
  • “helpful review” recognition wording is explicit about profile-only rewards

Report / Block / Avoid Player Dialog (D059 + D052 + D055)

The Report Player action (also available from lobby/player-list context menus) opens a compact moderation dialog with local safety controls and queue preferences in the same place, but with clear scope labels.

┌──────────────────────────────────────────────────────────────┐
│  REPORT PLAYER: Opponent                                    │
│                                                              │
│  Category: [Cheating ▾]                                      │
│  Note (optional): [Suspicious impossible scout timing...]    │
│                                                              │
│  Evidence to attach (auto):                                  │
│   ✓ Signed replay / match ID                                 │
│   ✓ Relay telemetry summary                                  │
│   ✓ Timestamps / event markers                               │
│                                                              │
│  Quick actions                                               │
│   [Mute Player]  (Local comms)                               │
│   [Block Player] (Local social)                              │
│   [Avoid Player] (Queue preference, best-effort)             │
│                                                              │
│  Reports are reviewed by the community server. Submission    │
│  does not guarantee punishment. False reports may be penalized│
│                                                              │
│  [Submit Report]  [Cancel]                                   │
└──────────────────────────────────────────────────────────────┘

UX rules:

  • Avoid Player is labeled best-effort and links to ranked queue constraints (D055)
  • Mute/Block remain usable without submitting a report
  • Evidence is attached by reference/ID when possible (no unnecessary duplicate upload). The reporter does not see raw relay telemetry — only the moderation backend and reviewers with appropriate privileges access telemetry summaries.
  • The dialog is available post-game, from scoreboard/player list, and from lobby profile/context menus

Community Review Queue (Optional D052 “Overwatch”-Style, Reviewer/Moderator Surface)

Eligible community reviewers (or moderators) may access an optional review queue if the community server enables D052’s review capability. This is a separate role surface from normal player matchmaking UX.

┌──────────────────────────────────────────────────────────────┐
│  COMMUNITY REVIEW QUEUE (Official IC Community)             │
│  Reviewer: calibrated ✓   Weight: 0.84                      │
│                                                              │
│  Case: #2026-02-000123        Category: Suspected Cheating   │
│  State: In Review             Evidence: Replay + Telemetry   │
│  Anonymized Subject: Player-7F3A                             │
│                                                              │
│  ┌────────────────────────────────────────────────────────┐  │
│  │ Replay timeline (flagged markers)                     │  │
│  │ 12:14  suspicious scout timing                        │  │
│  │ 15:33  repeated impossible reaction window            │  │
│  │ 18:07  order-rate spike                               │  │
│  │ [Watch Clip] [Full Replay] [Telemetry Summary]        │  │
│  └────────────────────────────────────────────────────────┘  │
│                                                              │
│  Vote                                                        │
│  [Likely Clean] [Suspected Griefing] [Suspected Cheating]    │
│  [Insufficient Evidence] [Escalate]                          │
│  Confidence: [70 ▮▮▮▮▮▮▮□□□]                                 │
│  Notes (optional): [____________________________________]    │
│                                                              │
│  [Submit Vote]   [Skip Case]   [Reviewer Guide]             │
└──────────────────────────────────────────────────────────────┘

Reviewer UI rules (D052/D037/06-SECURITY):

  • anonymized subject identity by default; identity resolution requires moderator privileges
  • no direct “ban player” buttons in reviewer UI
  • case verdicts feed consensus/moderator workflows; they do not apply irreversible sanctions directly
  • calibration and reviewer-weight details are visible to the reviewer for transparency, but not editable
  • audit logging records case assignment, replay access, and vote submission events

Moderator Case Resolution (Optional D052)

Moderator tools extend the reviewer surface with:

  • identity resolution (subject + reporters) when needed
  • consensus summary + reviewer agreement breakdown
  • prior sanctions / community standing context
  • action panel (warn, comms restriction, queue cooldown, low-priority queue, ranked suspension)
  • appeal state management and case notes

This keeps the “Overwatch”-style layer useful for scaling review while preserving D037 moderator accountability for final enforcement.

Asymmetric Co-op Post-Game Breakdown (D070)

D070 matches add a role-aware breakdown tab/card to the post-game screen:

  • Commander support efficiency
    • requests answered / denied / timed out
    • average request response time
    • support impact events (e.g., CAS confirmed kills, successful extraction)
  • SpecOps objective execution
    • field objectives completed
    • infiltration/sabotage/rescue success rate
    • squad survival / losses / requisition spend
  • War-effort impact categories
    • economy gains/denials
    • power/tech disruptions
    • route/bridge/expansion unlock events
    • superweapon delay / denial events
  • Joint coordination highlights (optional)
    • moments where Field Ops objective completion unlocked a commander push (segment unlock, AA disable, radar outage)

This reinforces the mode’s cooperative identity and provides actionable learning without forcing competitive scoring semantics onto a PvE-first mode.

Experimental Survival Post-Game Breakdown (D070-adjacent Last Commando Standing / SpecOps Survival) — Proposal-Only

D070-adjacent survival matches (proposal-only, M10+, P-Optional) add a placement- and objective-focused breakdown so players understand why they survived (or were eliminated), not just who got the last hit.

┌──────────────────────────────────────────────────────────────┐
│  LAST COMMANDO STANDING — 2nd PLACE / 8 Teams               │
│  Iron Wastes — 18:42                                        │
│                                                              │
│  ┌───────────────────────────────────────────────────────┐  │
│  │ SURVIVAL SUMMARY                                      │  │
│  │ Team Eliminations: 3      Squad Losses: 7            │  │
│  │ Hazard Escapes: 5         Final Hazard Phase: 6      │  │
│  │ Objective Captures: 4     Redeploy Tokens Used: 1    │  │
│  │ Requisition Spent: 1,240  Unspent: 180              │  │
│  └───────────────────────────────────────────────────────┘  │
│                                                              │
│  KEY OBJECTIVE IMPACTS                                        │
│  • Captured Tech Uplink → Recon Sweep unlocked (Phase 3)     │
│  • Destroyed Bridge → Forced Team Delta into hazard lane     │
│  • Failed Power Relay Hold → Lost safe corridor window       │
│                                                              │
│  ELIMINATION CONTEXT                                           │
│  Phase 6 chrono contraction + enemy ambush near Depot C      │
│  [Watch Replay] [View Timeline] [Save Replay] [Main Menu]     │
└──────────────────────────────────────────────────────────────┘

Survival breakdown focus (prototype-first):

  • Placement + elimination context (where/how the run ended)
  • Objective contesting and reward impact (what captures actually changed)
  • Hazard pressure stats (escapes, hazard-phase survival, hazard-caused vs combat-caused losses)
  • Squad/redeploy usage (downs, revives/redeploys, token efficiency)
  • Field progression spend (what upgrades/support buys were used)

This keeps the D070-adjacent survival mode readable and learnable without forcing a generic battle-royale scoreboard style onto an RTS-flavored commando mode.