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EVE Frontier Cycle 6 in Data: Fourteen Weeks, Start to Finish

Cycle 6 of EVE Frontier started on 25 June 2026 and ended when the servers went down for the reset on 29 September, so that's the cycle done. Back in August I wrote a halfway report that laid the first seven weekly State of the Frontier reports end to end, and I said I'd do the full-cycle version when it finished. This is that. Same idea, the whole record: every weekly report from the cycle, the closing few days, and a whole-cycle pull from EF-Map's indexer for the things you can't add up week by week, like how many different people were active across the entire cycle.

It's a lot of charts. If you're sat waiting for the Cycle 7 servers, that's sort of the point.

How to read this

The weekly lines come from the 13 published State of the Frontier fact packs, weeks ending 2 July to 24 September, plus the closing window from 24 September to the data cut-off at 09:00 UTC on 29 September. That last window is only 5.4 days long, so it's hatched or dashed in every chart and I've compared it per day where it matters. Cycle totals, the daily lines, the leaderboards and the cycle-wide player counts come from a separate read-only extract of the whole cycle up to the same cut-off.

Killmails can land on chain a good while after the fight, so a week's kill count keeps creeping up after its report goes out. The weekly issues printed 6,502 kills between them and the killboard now holds 7,565 for the same period, 16% more. I show both. Everything here is recorded on-chain activity as EF-Map's indexer saw it, not logins and not concurrent players. Tribe names are membership at the end of the cycle, not at the time of each kill. And Clonebank 86 is the NPC corporation new characters start in, so wherever it shows up in a table it really means pilots who weren't in a player tribe.

Cycle 6 at a glance

EVE Frontier Cycle 6 totals, 25 June to 09:00 UTC on 29 September, from EF-Map's indexed Sui data. Kill totals include late killmails that arrived after the weekly reports.
MetricCycle 6
Recorded kills7,565
Structure kills3,583 (47% of kills)
Pilots with at least one kill361
Distinct victims3,856
Systems with at least one kill99
FOAM destroyed, priced kills only56,905 across 50 kills
Chain-active players across the cycle2,150
Tribes with recorded activity99
Characters in EF-Map's Cycle 6 character table18,121
Recorded activity events670,918
Assemblies deployed and tracked25,674
Structures online at the end3,930
Most structures online at a weekly boundary4,297 (week ending 20 Aug)
Active Smart Gate links at the end149
Smart Gate jumps16,303 by 295 pilots
Shared storage transfers18,488 by 177 characters

The one I find most interesting is the 2,150, because no weekly report can give it to you. Each week the reports counted who was active that week, and those numbers can't be added together without counting the same people over and over. Across the whole cycle, 2,150 different players did at least one thing on chain that the Activity Tracker records. Put that next to the 18,121 characters in the character table and you get a feel for how many characters exist without ever anchoring, minting, jumping or fighting in a way the chain can see. Some of that will be alts, some people who logged in once and bounced, and some people who play without touching anything on chain. I can't separate those, so I won't try.

Headline metrics for every Cycle 6 report window. Kills (published) is what each weekly State of the Frontier issue printed; kills (now) is the killboard for the same window after late killmails. Online structures and gate links are the state at the end of each window.
Week endingKills (published)Kills (now)Active playersActivity eventsOnline structuresActive gate links
2 Jul86999466733,9132,0880
9 Jul29746653733,3543,0623
16 Jul76283060284,3173,72525
23 Jul37045555665,3774,02137
30 Jul47463445958,8184,17243
6 Aug51265740163,1184,26458
13 Aug34745635855,4444,15772
20 Aug43749336653,1754,29794
27 Aug45751935949,0424,265108
3 Sep47449930846,7514,289132
10 Sep14816226139,1924,075138
17 Sep24929426429,8393,924145
24 Sep56256230635,7564,100149
29 Sep (5.4 days)54454432122,2333,930149

Kills over the cycle

Week one is still the bloodiest week of the cycle, 869 kills as published and 994 on the killboard now, which is what a fresh wipe looks like. After that the weekly line bounced between 148 and 762 without ever settling into a trend, same as it looked at halfway. The quietest week was the one ending 10 Sep. The closing window recorded 544 kills in 5.4 days, about 101 a day, against a cycle average of 65 a day across the full weeks.

kills as publishedkills on the killboard nowpartial window
02004006008001k2 Jul16 Jul30 Jul13 Aug27 Aug10 Sep24 Sep29 Sep2026, week ending
Table view
Weekly recorded kills. Published figures and the killer, victim and system counts are from each week's fact pack; the now column is the killboard after late killmails.
Week endingPublishedNowStructure killsUnique killersSystems with kills
2 Jul869994012326
9 Jul2974661455231
16 Jul7628306146735
23 Jul3704552813934
30 Jul4746343754334
6 Aug5126573244432
13 Aug3474561833534
20 Aug4374932852635
27 Aug4575191672226
3 Sep4744991692230
10 Sep148162511827
17 Sep2492941252326
24 Sep5625621493637
29 Sep (5.4 days)5445441083025
Weekly recorded kills across Cycle 6. Amber bars are what each weekly report published, the blue line is what the killboard holds for the same window now. The hatched bar is the closing window, 5.4 days from 24 September to the data cut-off, so it is short by design.

The gap between the bars and the line is the backfill. Over the cycle it came to 1,063 kills that no weekly issue ever showed. The biggest single correction was the week ending 9 Jul, which went from 297 as published to 466 now. So if you ever wondered why a Friday report's number looked low compared to what you saw on the killboard later, that's why.

The daily numbers are spikier. The busiest single day was 26 June with 318 kills, then 8 July with 229 and 12 July with 189. Half the full days of the cycle had 68 kills or fewer, and the big days stand out a mile on the chart below.

010020030040025 Jun1 Jul1 Aug1 Sep3182026, UTC day
Busiest days
The ten busiest UTC days of Cycle 6 by recorded kills, from the killboard as it stands now.
DayRecorded kills
26 June318
8 July229
12 July189
4 August188
24 September185
27 June184
25 June179
23 September160
25 September152
28 June145
Recorded kills per UTC day. The first and last bars are faded because they are partial days: the cycle opened mid-morning on 25 June and the data stops at 09:00 UTC on 29 September.

And for anyone planning when to undock in Cycle 7, here's when the killing happened. The day of the week matters less than you might think. Thursday was the busiest and Monday the quietest, 33% apart. The hour matters a lot more. 23:00 to 02:00 UTC was the busiest three hours of the day and 08:00 to 11:00 UTC the quietest, roughly 3.8 times apart. I'd read that as a player base spread across the American evening and the European late night, but that's me reading a clock, not something the data proves.

MonMon 00:00 UTC: 80 killsMon 01:00 UTC: 81 killsMon 02:00 UTC: 109 killsMon 03:00 UTC: 107 killsMon 04:00 UTC: 44 killsMon 05:00 UTC: 22 killsMon 06:00 UTC: 19 killsMon 07:00 UTC: 15 killsMon 08:00 UTC: 12 killsMon 09:00 UTC: 24 killsMon 10:00 UTC: 27 killsMon 11:00 UTC: 12 killsMon 12:00 UTC: 16 killsMon 13:00 UTC: 18 killsMon 14:00 UTC: 20 killsMon 15:00 UTC: 15 killsMon 16:00 UTC: 23 killsMon 17:00 UTC: 16 killsMon 18:00 UTC: 26 killsMon 19:00 UTC: 48 killsMon 20:00 UTC: 43 killsMon 21:00 UTC: 36 killsMon 22:00 UTC: 45 killsMon 23:00 UTC: 37 killsTueTue 00:00 UTC: 57 killsTue 01:00 UTC: 30 killsTue 02:00 UTC: 41 killsTue 03:00 UTC: 105 killsTue 04:00 UTC: 23 killsTue 05:00 UTC: 18 killsTue 06:00 UTC: 14 killsTue 07:00 UTC: 17 killsTue 08:00 UTC: 17 killsTue 09:00 UTC: 15 killsTue 10:00 UTC: 24 killsTue 11:00 UTC: 19 killsTue 12:00 UTC: 67 killsTue 13:00 UTC: 20 killsTue 14:00 UTC: 50 killsTue 15:00 UTC: 39 killsTue 16:00 UTC: 40 killsTue 17:00 UTC: 22 killsTue 18:00 UTC: 40 killsTue 19:00 UTC: 41 killsTue 20:00 UTC: 98 killsTue 21:00 UTC: 42 killsTue 22:00 UTC: 43 killsTue 23:00 UTC: 73 killsWedWed 00:00 UTC: 53 killsWed 01:00 UTC: 90 killsWed 02:00 UTC: 59 killsWed 03:00 UTC: 49 killsWed 04:00 UTC: 63 killsWed 05:00 UTC: 42 killsWed 06:00 UTC: 33 killsWed 07:00 UTC: 66 killsWed 08:00 UTC: 41 killsWed 09:00 UTC: 12 killsWed 10:00 UTC: 14 killsWed 11:00 UTC: 19 killsWed 12:00 UTC: 76 killsWed 13:00 UTC: 23 killsWed 14:00 UTC: 42 killsWed 15:00 UTC: 15 killsWed 16:00 UTC: 25 killsWed 17:00 UTC: 47 killsWed 18:00 UTC: 47 killsWed 19:00 UTC: 59 killsWed 20:00 UTC: 52 killsWed 21:00 UTC: 49 killsWed 22:00 UTC: 74 killsWed 23:00 UTC: 82 killsThuThu 00:00 UTC: 41 killsThu 01:00 UTC: 77 killsThu 02:00 UTC: 34 killsThu 03:00 UTC: 72 killsThu 04:00 UTC: 29 killsThu 05:00 UTC: 24 killsThu 06:00 UTC: 16 killsThu 07:00 UTC: 13 killsThu 08:00 UTC: 8 killsThu 09:00 UTC: 12 killsThu 10:00 UTC: 24 killsThu 11:00 UTC: 32 killsThu 12:00 UTC: 30 killsThu 13:00 UTC: 59 killsThu 14:00 UTC: 38 killsThu 15:00 UTC: 133 killsThu 16:00 UTC: 61 killsThu 17:00 UTC: 66 killsThu 18:00 UTC: 44 killsThu 19:00 UTC: 64 killsThu 20:00 UTC: 60 killsThu 21:00 UTC: 106 killsThu 22:00 UTC: 50 killsThu 23:00 UTC: 99 killsFriFri 00:00 UTC: 101 killsFri 01:00 UTC: 113 killsFri 02:00 UTC: 62 killsFri 03:00 UTC: 87 killsFri 04:00 UTC: 42 killsFri 05:00 UTC: 70 killsFri 06:00 UTC: 45 killsFri 07:00 UTC: 21 killsFri 08:00 UTC: 13 killsFri 09:00 UTC: 6 killsFri 10:00 UTC: 5 killsFri 11:00 UTC: 46 killsFri 12:00 UTC: 60 killsFri 13:00 UTC: 17 killsFri 14:00 UTC: 53 killsFri 15:00 UTC: 52 killsFri 16:00 UTC: 32 killsFri 17:00 UTC: 37 killsFri 18:00 UTC: 67 killsFri 19:00 UTC: 52 killsFri 20:00 UTC: 43 killsFri 21:00 UTC: 46 killsFri 22:00 UTC: 44 killsFri 23:00 UTC: 61 killsSatSat 00:00 UTC: 70 killsSat 01:00 UTC: 50 killsSat 02:00 UTC: 34 killsSat 03:00 UTC: 47 killsSat 04:00 UTC: 35 killsSat 05:00 UTC: 31 killsSat 06:00 UTC: 14 killsSat 07:00 UTC: 21 killsSat 08:00 UTC: 14 killsSat 09:00 UTC: 13 killsSat 10:00 UTC: 15 killsSat 11:00 UTC: 35 killsSat 12:00 UTC: 64 killsSat 13:00 UTC: 47 killsSat 14:00 UTC: 45 killsSat 15:00 UTC: 51 killsSat 16:00 UTC: 51 killsSat 17:00 UTC: 64 killsSat 18:00 UTC: 50 killsSat 19:00 UTC: 92 killsSat 20:00 UTC: 50 killsSat 21:00 UTC: 76 killsSat 22:00 UTC: 69 killsSat 23:00 UTC: 64 killsSunSun 00:00 UTC: 111 killsSun 01:00 UTC: 47 killsSun 02:00 UTC: 49 killsSun 03:00 UTC: 38 killsSun 04:00 UTC: 25 killsSun 05:00 UTC: 38 killsSun 06:00 UTC: 29 killsSun 07:00 UTC: 27 killsSun 08:00 UTC: 24 killsSun 09:00 UTC: 27 killsSun 10:00 UTC: 38 killsSun 11:00 UTC: 31 killsSun 12:00 UTC: 28 killsSun 13:00 UTC: 31 killsSun 14:00 UTC: 57 killsSun 15:00 UTC: 71 killsSun 16:00 UTC: 51 killsSun 17:00 UTC: 38 killsSun 18:00 UTC: 44 killsSun 19:00 UTC: 61 killsSun 20:00 UTC: 87 killsSun 21:00 UTC: 63 killsSun 22:00 UTC: 49 killsSun 23:00 UTC: 50 kills0003060912151821Hour of day, UTC. Darker cells mean more recorded kills
Every Cycle 6 kill by weekday and hour, UTC. Hover a cell for its count.

Who did the killing

Pilgrim ends the cycle top of the killboard with 1,200 kills, more than double anybody else, and topped 6 of the 14 weekly player tables along the way, and finished the cycle outside any player tribe, which is why the name sits under Clonebank 86. Behind that it's Social Assassin on 573, Cowboy on 534 and Brettius Maximus on 412. The table has ten, with the caveat that the tribe column is where each pilot ended up, not where they were for every kill.

Top ten Cycle 6 pilots by recorded kills, from the killboard as it stands now. Tribe is membership at the end of the cycle.
#PilotTribeKillsStructure killsDistinct victimsSystems
1PilgrimClonebank 86 [CO86]1,20060283424
2Social AssassinThe Agency [AGENT]57327831240
3CowboyThe Ancients [ANCT]53436232317
4Brettius MaximusThe Ancients [ANCT]41216034117
5DonkyhotaySilver [SLV]35932724925
6Van ZappenThe Ancients [ANCT]3321231214
7MorbiasThe Perfect Singularity [TPS]3192222109
8Max DoniganAlgorithmic Warfare [AWAR]200175858
9MortThe Perfect Singularity [TPS]17310214720
10HeckmoClonebank 86 [CO86]1592513210

On the tribe side, The Ancients lead the player tribes with 1,730 kills from only 21 pilots and topped the weekly tribe table 5 times. Clonebank 86 has more kills in total, 1,921, but that's 148 different pilots with no player tribe between them, and it also took 5,107 losses, 68% of every loss in the cycle. That'll mostly be new players and solo pilots, which is roughly what you'd expect. The most kills per pilot among the top ten goes to The Perfect Singularity: 556 kills from 5 pilots. I've added each tribe's recorded chain activity as the last column, because kills are only one way to be busy.

Top ten tribes by Cycle 6 kills. Pilots means members who got at least one kill. Losses count kills where a member was the victim. Activity events are all recorded player-triggered chain events by tribe members. Membership is as of the end of the cycle.
TribeKillsStructure killsPilotsLossesActivity events
Clonebank 86 [CO86] (NPC starter corp)1,9217371485,107369,489
The Ancients [ANCT]1,7308192115325,408
The Agency [AGENT]8004082610311,869
Silver [SLV]7464931225424,619
Reapers [REAP]7392134529132,662
The Perfect Singularity [TPS]55635954911,696
Shadow - Moses [SM]36424010154,982
Algorithmic Warfare [AWAR]239178828525,126
Jita Exiles [JTX]11066182,595
Westlypipess Corporation [EXTI]64101217726,440

The fighting was concentrated. Kills landed in 99 systems, but the top five took 47% of them and I8V-PCH on its own took 1,116. Four of the top ten sit in the same region, SF0-Y-02. If you lived in one of these, you already knew.

Top ten Cycle 6 systems by recorded kills. Region names as EF-Map shows them today.
#SystemRegionKillsStructure killsPilots with kills
1I8V-PCH4H2-Y-521,116412100
2UD5-8RH4H2-Y-5274524577
3D.QMV.S31KR.T1.R87438362
4O9R-S3LSF0-Y-0247938831
5A.XLP.GTRKR.T1.R847736020
6C.9GL.QK1KR.T1.R845912345
7OS9-C0LSF0-Y-024548631
8O1B-32LSF0-Y-023674854
9E7J-1KKSF0-Y-022971737
10EimurSilent Domain26219617
The EF-Map Cycle 6 archive with Map Kills switched on: red rings mark every system with a recorded kill, clustered in one part of the galaxy while most of the map has none.
Map Kills switched on in the Cycle 6 archive. Every red ring is a system with at least one recorded kill this cycle. Most of the map never saw a fight. Open the Cycle 6 archive.

The killboard also prices kills in FOAM where it can match what died to a known FOAM cost. 56,905 FOAM was destroyed across the 50 kills it could price, and 43,000 of that was 10 Heavy Gates, with 3 Heavy Catapults adding another 12,900. Most kills don't match a FOAM value at all, so treat that total as a floor rather than the real bill.

The EF-Map Cycle 6 archive killboard, all-time players view, with totals for kills, killers, victims, systems and FOAM destroyed above a ranked list of the top pilots.
The frozen Cycle 6 killboard at ef-map.com/cycle6, all-time players view. This was taken from the provisional archive capture early on 29 September, so its totals sit a touch under the ones in this post. Open the killboard in the Cycle 6 archive.

The build-out

The indexer tracked 4,191 assemblies at the end of week one and 25,674 at the end of the cycle, and that count went up at every single weekly boundary. It's everything deployed this cycle, including 6,763 that were later unanchored, so read it as how much got built rather than how much was left standing. Online structures tell a different story. They climbed from 2,088 to a high of 4,297 at the week ending 20 Aug, then drifted down to 3,930 by the end. At the cut-off only 15% of tracked assemblies were online, with 14,985 anchored but offline.

assemblies trackedstructures online
010k20k30k2 Jul16 Jul30 Jul13 Aug27 Aug10 Sep24 Sep29 Sep2026, week ending25,6743,930
Table view
Infrastructure state at each report boundary: assemblies tracked (point in time when each fact pack was generated), structures online at the window end, status changes during the window, and active Smart Gate links.
Week endingAssemblies trackedStructures onlineStatus changesActive gate links
2 Jul4,1912,0887,8680
9 Jul6,8183,0628,4633
16 Jul10,2503,72511,44825
23 Jul12,9954,02110,40337
30 Jul15,0364,17210,24943
6 Aug17,2644,2649,90158
13 Aug18,6424,1577,54872
20 Aug20,0994,2978,31394
27 Aug21,3944,2656,907108
3 Sep22,7194,2896,744132
10 Sep23,3854,0756,213138
17 Sep23,8433,9244,544145
24 Sep25,0744,1005,657149
29 Sep (5.4 days)25,6743,9304,550149
Assemblies tracked in amber, structures online in blue, at every report boundary of the cycle. The last point is the closing 5.4-day window.

Status changes, meaning structures going online, going offline or being unanchored, peaked at 11,448 in the week ending 16 Jul and were down to 5,657 by the last full week. My reading is that most of the building happened in the first month or so, and after that the job was keeping things fuelled and running. Here's how the end state splits by type.

Tracked Cycle 6 assemblies by type and status at 09:00 UTC on 29 September.
TypeTrackedOnlineAnchored, offlineUnanchored
Other Smart Assemblies (turrets, printers, refineries and the rest)16,9722,47010,0944,408
Network Nodes5,6148443,3211,449
Storage Units2,8745171,528829
Smart Gates214954277
The Smart Assemblies panel in the EF-Map Cycle 6 archive with star colouring on, showing online, offline and unanchored counts and a breakdown by structure type beside the map.
The Smart Assemblies panel in the Cycle 6 archive, with star colouring on for online structures. It reads the provisional capture from early on 29 September, so its counts differ slightly from the table above. Open Smart Assemblies in the Cycle 6 archive.

Smart Gates and travel

The player-built gate network went up at every weekly report too, and unlike the assembly count it only counts links that were actually live. There were no active player-built links at the first report and 149 at the end, holding steady through the closing days. Over the cycle players created 214 gates, with 119 link events and 61 unlinks along the way. Whatever else was going on, somebody kept laying track all cycle.

active Smart Gate links
0501001502 Jul16 Jul30 Jul13 Aug27 Aug10 Sep24 Sep29 Sep2026, week ending149
Table view
Smart Gate activity per report window: creations, link and unlink events, and active links at the end of the window.
Week endingGates createdLink eventsUnlink eventsActive links
2 Jul0000
9 Jul9213
16 Jul38261725
23 Jul1610837
30 Jul186743
6 Aug1612458
13 Aug125372
20 Aug3315094
27 Aug18103108
3 Sep22101132
10 Sep1250138
17 Sep884145
24 Sep9710149
29 Sep (5.4 days)333149
Active player-built Smart Gate links at each report boundary. The last point is the closing 5.4-day window.

And people used it. 16,303 gate jumps by 295 different pilots through 160 gates. Jumps were a trickle for the first fortnight, crossed a thousand a week in the week ending 16 Jul, and from then on sat between 1,060 and 1,993 a week for the rest of the cycle, which is about as steady as anything in this data gets.

gate jumpspartial window
05001k1.5k2k2 Jul16 Jul30 Jul13 Aug27 Aug10 Sep24 Sep29 Sep2026, week ending
Busiest routes
The busiest Smart Gate routes of Cycle 6 by jumps, one direction per row. Unrevealed means the gate's location was never revealed on chain, so only its player-set name is known.
FromToJumpsPilots
U:1RA5A00-R3L58965
unrevealed (gate named "Going Down")unrevealed53026
unrevealed (gate named "Going Up")unrevealed46129
IDV-M5LU:1RA544571
A00-R3LU:1RA544048
unrevealed (gate named "C.FZ9.SG1")unrevealed42915
Recorded Smart Gate jumps per report window. The busiest single route, U:1RA5 to A00-R3L, carried 589 jumps by 65 pilots; the rest are in the table view.

Activity and players

Recorded player-triggered activity peaked in the week ending 16 Jul at 84,317 events, the week the 14 July modules patch landed, and eased down for most of the cycle after that. The quietest full week was the one ending 17 Sep, at 29,839. The closing window recorded 22,233 in 5.4 days, about 4,133 a day, against 5,108 a day in the last full week. Across the whole cycle that's 670,918 recorded events.

recorded activity eventspartial window
020k40k60k80k100k2 Jul16 Jul30 Jul13 Aug27 Aug10 Sep24 Sep29 Sep2026, week ending84,317
Events by type, whole cycle
Cycle 6 totals per Activity Tracker event type, with the busiest full week for each. Item deposits and withdrawals were only added to EF-Map's tracking in the week ending 6 August, so their totals start there.
Event typeCycle totalBusiest full week
Items minted348,11316 Jul (45,906)
Items burned169,63816 Jul (21,950)
Structures brought online50,05116 Jul (5,750)
Structure anchors25,6742 Jul (3,891)
Fuel burn starts17,8172 Jul (2,161)
Assembly creations16,9722 Jul (2,530)
Jumps16,30323 Jul (1,993)
Item withdrawals8,21813 Aug (1,406)
Item deposits8,19813 Aug (1,406)
Network Node creations5,6142 Jul (1,056)
Storage Unit creations2,87416 Jul (478)
Fuel withdrawals1,06416 Jul (151)
Location reveals25817 Sep (42)
Gate links11916 Jul (26)
Ownership transfers516 Jul (2)
Weekly recorded player-triggered on-chain events from the Activity Tracker. The hatched bar is the short closing window.

Weekly active players started at 667 and bottomed out at 261 in the week ending 10 Sep. Then they ticked back up, 306 for the last full week and 321 in the closing 5.4 days, so the last few weeks held up better than the stretch just before them. The daily view says the same thing at finer grain. The best day of the cycle was 28 June with 334 chain-active players, and the last full week averaged about 118 a day.

010020030040025 Jun1 Jul1 Aug1 Sep3342026, UTC day
Distinct players with at least one recorded chain event each UTC day. The first and last bars are partial days. Across the whole cycle 2,150 different players and 99 tribes showed up at least once.

At halfway the story was fewer players each doing more, and that mostly held. Recorded events per active player went from 51 a week in week one to a high of 157 in the week ending 6 Aug, and finished the last full week at 117. The usual caveat applies: a player who logs in and explores or rats without touching a structure or the chain is invisible here, so this is a trend line, not a census. On activity rather than kills, the busiest player tribe was Reapers with 32,662 recorded events.

weekly active playersevents per active player
01002003004002 Jul16 Jul30 Jul13 Aug27 Aug10 Sep24 Sep2026, week ending. Week one = 100-54%+130%
Table view
Weekly chain-active players and recorded events per active player, full weeks only. The chart indexes both to week one = 100 so they fit one scale.
Week endingActive playersActive tribesEvents per active player
2 Jul6673351
9 Jul5373862
16 Jul60245140
23 Jul55648118
30 Jul45945128
6 Aug40136157
13 Aug35838155
20 Aug36638145
27 Aug35933137
3 Sep30838152
10 Sep26140150
17 Sep26437113
24 Sep30635117
Both series indexed to week one as 100. The closing window is left out here because a 5.4-day window doesn't compare cleanly on a per-player basis.
The Activity Tracker in the EF-Map Cycle 6 archive, 90-day view: daily recorded chain events climbing sharply in mid July and easing through August and September.
The Activity Tracker's 90-day view in the Cycle 6 archive. Ninety days back from the capture only reaches the start of July, so it misses the opening week, which is why its player count is lower than the whole-cycle figure above. Open the Activity Tracker in the Cycle 6 archive.

Shared storage and items

Shared storage is the closest thing I have to a trade volume number. EF-Map's storage-flow table covers the whole cycle, unlike the Activity Tracker rows that only started in August, and it recorded 18,488 item transfers between storages by 177 characters across 233 Storage Units. The busiest week was the one ending 16 July with 2,706. The busiest storages were IKEA, Trinary Exchange, Sam's Club and Market, and I'll leave the naming conventions without comment.

The busiest Cycle 6 Storage Units by recorded deposits and withdrawals, with the number of different characters who used them. Names are as their owners set them.
Storage UnitDeposits and withdrawalsCharacters
IKEA2,26620
Trinary Exchange1,98632
Sam's Club1,4122
Market1,14620
Costco - I8V-PCH88811

By volume, what got minted into on-chain inventory was mostly raw material and fuel. Silicon Dust leads with 135,281,831 units over the cycle, and roughly 75% of that was burned again, which as far as I can tell is industry eating it.

Most-minted item types in Cycle 6 by quantity, with the quantity burned. Type names come from the game client.
ItemUnits mintedUnits burned
Silicon Dust135,281,831101,682,716
Water Ice109,233,89562,346,836
Nickel-Iron Veins101,315,19478,321,347
Tholin Aggregates53,615,21749,361,651
D1 Fuel36,265,87225,468,925
SOF-40 Fuel24,889,64815,314,726

The numbers stop here

That's Cycle 6. EF-Map's live data moves on to Cycle 7 today, so apart from the odd straggling killmail these numbers are final. If you want to poke at it yourself, the map, killboard, Smart Assemblies and Activity Tracker for the whole cycle stay browsable as a frozen, read-only archive at ef-map.com/cycle6, the same way Cycle 5 is.

Cycle 7 brings Fog of War, which changes a lot about what a map can know, and I wrote about what that could mean for EF-Map a couple of weeks ago. The weekly State of the Frontier picks up again once there's a full Cycle 7 week to report on, and if the data allows it there'll be a Cycle 7 version of this post in about three months. No promises on how much of the map it'll be able to show.

As always, this is recorded on-chain activity, an undercount of real play by some margin I can't measure. If your tribe's beef explains one of the spikes, or you spot something in the tables I've missed, let me know and I'll add it.

Related Posts

eve frontier cycle 6eve frontier datastate of the frontiereve frontier killskillboardsmart gatesplayer activitycycle 6 archive