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
.icrepfile is incrementally valid during recording, so the viewer can open it before the writer finalizes the archival header) - Save Replay → Save finalized
.icrepfile 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.
| Category | Award Name | Criteria |
|---|---|---|
| Overall | MVP | Highest composite score (weighted: economy + combat + production + map control) |
| Economy | Tycoon | Highest total resources harvested |
| Efficient Commander | Best resource-to-army conversion ratio (least waste) | |
| Expansion Master | Fastest or most ore/refinery expansions | |
| Combat | Warlord | Most enemy units destroyed |
| Iron Wall | Best unit preservation (lowest units lost relative to army size) | |
| Tank Buster | Most enemy vehicles/armor destroyed | |
| Air Superiority | Most enemy aircraft destroyed or air-to-ground kills | |
| First Strike | First player to destroy an enemy unit | |
| Decimator | Largest single engagement (most units destroyed in one battle) | |
| Production | War Machine | Most units produced |
| Tech Rush | Fastest time to highest tech tier | |
| Builder | Most structures built | |
| Strategic | Blitzkrieg | Fastest victory (shortest match duration, only in decisive wins) |
| Map Control | Highest average map vision / territory control | |
| Spy Master | Most intelligence gathered (scout actions, radar coverage) | |
| Saboteur | Most enemy structures destroyed | |
| Team (team games) | Best Wingman | Most assist actions (shared vision, resource transfers, combined attacks) |
| Team Backbone | Highest resource sharing / support to allies | |
| Last Stand | Survived longest after allies were eliminated | |
| Co-op (D070) | Mission Critical | Highest objective completion contribution |
| Guardian Angel | Most successful support/extraction actions (Commander role) | |
| Shadow Operative | Most field objectives completed (SpecOps role) | |
| Fun / Flavor | Overkill | Used superweapon when conventional forces would have sufficed |
| Comeback King | Won after being behind by >50% army value | |
| Untouchable | Won without losing a single structure | |
| Turtle | Longest time before first attack |
Award selection algorithm:
- After match ends, compute all stat categories for all players
- 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)
- Select the top 2–4 most exceptional awards — prefer variety across categories (don’t show 3 combat awards)
- 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
- 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-AIin 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.mdfor 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 Playeris labeled best-effort and links to ranked queue constraints (D055)Mute/Blockremain 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.