Player Analysis: eeon (The Missing Colonies of Man)

Detailed Analysis

Analysis for eeon (The Missing Colonies of Man)

Player: eeon

Race: The Missing Colonies of Man

Economic Development

  • Planets: 1 → 0 (Growth: -1)
  • Total factories: 257 → 0
  • Total mines: 357 → 0
  • Population: 24900 → 0 clans
  • Average expansion rate: 0.26 planets/turn

Military

  • Total ships: 0 (Capital: 0, Freighters: 0)
  • Starbases: 0
  • Battles won/lost: 54/65
  • Ships built: 67, lost: 73
  • Overall combat efficiency: 45.4%

Race-Specific Utilization

  • Race ability score: 0.0
  • Details: Cobols: 0, Virgos: 0, Total fighters: 0
  • Rating: ⚠️ Race abilities were barely utilized

Mineral Reserves

  • Neutronium: 0 (fuel)
  • Duranium: 0
  • Tritanium: 0
  • Molybdenum: 0

Game Score

  • Military score: 0
  • Inventory score: 0
  • Planets score: 0
  • Starbases score: 0

Key Moments

  • Turn 14: Massive expansion (+3 planets)
  • Turn 15: First combat engagement
  • Turn 17: New starbase built (total: 2)
  • Turn 19: New starbase built (total: 3)
  • Turn 20: New starbase built (total: 4)
  • Turn 23: New starbase built (total: 5)
  • Turn 26: New starbase built (total: 6)
  • Turn 31: New starbase built (total: 7)
  • Turn 34: New starbase built (total: 8)
  • Turn 38: New starbase built (total: 9)
  • Turn 39: New starbase built (total: 10)
  • Turn 42: New starbase built (total: 9)
  • Turn 47: Heavy losses (5 ships lost)
  • Turn 51: New starbase built (total: 8)
  • Turn 52: New starbase built (total: 9)
  • Turn 57: Heavy losses (6 ships lost)
  • Turn 76: Heavy losses (8 ships lost)
  • Turn 42: Peak of 26 planets (declined afterwards)

Strengths & Weaknesses

❌ Weak Economy – Too few planets ⚠️ Slow Expansion – Possibly too defensive

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