Prostagma? Age of Mythology: Retold tools

Replay-derived match flow, timings, and composition.

Advanced match analysis

Sobbs vs Drunk Ballistic

Ranked 1v1 SupremacyStarted 2 days ago

Type Ranked 1v1 Supremacy Started Ended Duration 21:10
Giza map preview
Map Giza
Winner
SobbsOranos
Pre-match Elo1171
Win probability51.9%
21:10 Match length Sobbs favored
Defeated
Drunk BallisticTsukuyomi
Pre-match Elo1158
Win probability48.1%

Match at a glance

Sobbs vs Drunk Ballistic

WinnerSobbs
MapGiza
QueueRanked 1v1 Supremacy
Duration21:10
Started
Ended
Elo favorite51.9%Sobbs
Fastest Classical3:44*Sobbs
First pressure3:51Sobbs · Military Barracks
Market timing8:05Sobbs · Market
First extra TC4:19Drunk Ballistic · Town Center
Most military units200Drunk Ballistic
Highest EAPM53.9Drunk Ballistic
Market volume3,000Drunk Ballistic

Sobbs

Oranos

Victory
Elo1171+17
EAPM51.2
Military units141
First pressure3:51Military Barracks
First expansion
Market volume600
Total score 30,269
Military score 9,949
Economic score 16,295
Kills score 4,025
Units killed 137
Units lost 95
Buildings razed 12
Largest army 141
Favorite unit Murmillo 74 fielded
Classical 3:44* Research start 2:44
Heroic 10:34* Research start 9:19
Mythic Not reached

Drunk Ballistic

Tsukuyomi

Defeat
Elo1158-17
EAPM53.9
Military units200
First pressure5:28Stable Japanese
First expansion4:19
Market volume3000
Total score 22,878
Military score 10,994
Economic score 9,493
Kills score 2,412
Units killed 97
Units lost 139
Buildings razed 2
Largest army 200
Favorite unit Naginata Rider 96 fielded
Classical 4:16* Research start 3:31
Heroic 16:38* Research start 15:41
Mythic Not reached

Age progression

Minor God Paths

Resolved replay choices and each player's estimated Age completion.

Oceanus
ClassicalAge
Inari Okami
Hyperion
HeroicAge
Fujin
No choice recorded
MythicAge
No choice recorded

Chronology

Timeline

Events share one match clock; Age bands show each player's progression.

SobbsOranos
Match time
Drunk BallisticTsukuyomi
First military pressureMilitary Barracks
Murmillo11 training queues
MarketMarket
God powerCarnivora
Murmillo5 training queues
Key technologyMedium Infantry
Turma9 training queues
Key technologyPickaxe
Key technologyHand Axe
Key technologyMedium Archers
Key technologyShaft Mine
Murmillo4 training queues
Oracle2 training queues
Fortress-tier buildingPalace
Key technologyHeavy Infantry
ArmoryArmory
Destroyer8 training queues
Katapeltes5 training queues
Key technologyCopper Shields
Murmillo54 training queues
Farm transition7 farms clustered
God powerChaos
God powerCarnivora
Key technologyPlow
Turma17 training queues
Destroyer12 training queues
Contarius2 training queues
Key technologyCopper Weapons
Key technologyCopper Armor
God powerShockwave
God powerCarnivora
Turma9 training queues
God powerShockwave
VictoryMatch result
Town CenterAdditional center
First military pressureStable Japanese
Key technologyPickaxe
God powerSwampland
Bushi4 training queues
Key technologyHand Axe
Onna Musha2 training queues
Farm transition7 farms clustered
Key technologyMedium Guardhouse Soldiers
Bushi5 training queues
Onna Musha2 training queues
Key technologyMedium Dojo Soldiers
ArmoryArmory
Samurai2 training queues
Yari Spearman7 training queues
Naginata Rider19 training queues
Key technologyPickaxe
God powerNew Moon
MarketMarket
Samurai2 training queues
Bushi2 training queues
Yumi Archer2 training queues
Key technologyCrenellations
Yumi Archer10 training queues
Key technologyHusbandry
Onna Musha10 training queues
Bushi10 training queues
Yumi Archer10 training queues
Naginata Rider35 training queues
Onna Musha10 training queues
Samurai10 training queues
Key technologyPlow
Naginata Rider30 training queues
Town CenterAdditional center
Key technologyCopper Armor
Bushi13 training queues
Town CenterAdditional center
Naginata Rider12 training queues
Onna Musha3 training queues
DefeatMatch result

*Age completion times are estimated from a recorded research start, or from prequeue timing plus prerequisite-readiness and standard research duration.

Match highlights

Replay-derived moments

Elo favorite51.9%Sobbs
Fastest Classical3:44*Sobbs
Fastest Heroic10:34*Sobbs
First pressure3:51Sobbs · Military Barracks
First extra TC4:19Drunk Ballistic · Town Center
Fortress timing13:15Sobbs · Palace
Market timing8:05Sobbs · Market
Armory timing10:33Drunk Ballistic · Armory
Farm transition8:06–8:10Drunk Ballistic · 7 farms clustered

Player highlights

Standout performances

Highest total score30,269Sobbs
Highest military score10,994Drunk Ballistic
Highest economy score16,295Sobbs
Most kills4,025Sobbs
Most units killed137Sobbs
Most deaths139Drunk Ballistic
Most buildings razed12Sobbs
Largest army200Drunk Ballistic
Favorite unitNaginata RiderDrunk Ballistic · 96 fielded

Sobbs

Highest ScoreLargest ArmyMost Kills

Drunk Ballistic

Most DeathsMost ImprovementsMost Resources

Observed patterns

Building intent signals

Signals describe replay evidence, not guaranteed strategic intent.

Sobbs

Fast Classical3:44 estimated completion
Early pressure3:51 · Military Barracks
Early market / Heroic prep8:05 · Market
Early armory / Heroic prep14:07 · Armory
Fortress tech path13:15 · Palace
Farm transition15:49–16:22 · 7 farms clustered
Market economy signal600 total resource volume
Large army production141 military units

Drunk Ballistic

Classical timing4:16 estimated completion
Early pressure5:28 · Stable Japanese
Fast expansion4:19 · Town Center
Multi-TC boom signal3 expansion build events
Early market / Heroic prep12:25 · Market
Early armory / Heroic prep10:33 · Armory
Heavy walling signal15 wall build events
Farm transition8:06–8:10 · 7 farms clustered
Market economy signal3,000 total resource volume
Large army production200 military units
Sobbs · Early MilitaryMeaningful trained combat units were produced during the early opening.
Sobbs · Fast ClassicalClassical completed before 4:00 on a standard land opening.
Sobbs · Semi-Fast HeroicMeaningful Classical military production preceded an early Heroic research commitment.
Drunk Ballistic · 2 TC Classical FightAn opening additional Town Center remained in Classical with meaningful military production.
Drunk Ballistic · Fast 2nd TCThe first genuine additional Town Center started by 6:00.
Drunk Ballistic · Long ClassicalHeroic completion was delayed past 14:00 while military production was already significant.

Match flow

Military production

Age-ups, military openings, expansions, fortresses, powers, Wonders, Titans, and match results appear as interactive milestones.

Tempo

EAPM over time

Resource exchangeMarket flow 3600 total volume

Sobbs

Bought

Wood200

Sold

Wood400
Total player market volume600

Drunk Ballistic

Bought

No buys

Sold

Wood3000
Total player market volume3000

Final totals

Composition

Military excludes economic and support units such as villagers, Miko, fishing ships, caravans, ox carts, and priests.

Sobbs

Army

Murmillo74
Turma35
Destroyer20
Katapeltes6
Oracle3
Contarius2
Cheiroballista1
Buildings10 types
Farm19
Manor8
Sky Passage7
Military Barracks3
Counter Barracks2
Economic Guild2
Temple2
Armory1
Market1
Palace1
God powers3 invoked
Carnivora3
Shockwave2
Chaos1

Drunk Ballistic

Army

Naginata Rider96
Bushi34
Onna Musha27
Yumi Archer22
Samurai14
Yari Spearman7
Buildings14 types
House22
Wall15
Farm14
Watermill9
Sentry Tower6
Stable Japanese6
Shrine Japanese5
Dojo4
Mining Camp Japanese4
Town Center3
Guardhouse2
Armory1
Market1
Temple1
God powers2 invoked
New Moon1
Swampland1