Prostagma? Age of Mythology: Retold tools

Replay-derived match flow, timings, and composition.

Advanced match analysis

Devil vs Jack90

Ranked 1v1 SupremacyStarted 3 days ago

Type Ranked 1v1 Supremacy Started Ended Duration 14:38
Giza map preview
Map Giza
Defeated
DevilLoki
Pre-match Elo1901
Win probability36.9%
14:38 Match length Jack90 favored
Winner
Jack90Ra
Pre-match Elo1994
Win probability63.1%

Match at a glance

Devil vs Jack90

WinnerJack90
MapGiza
QueueRanked 1v1 Supremacy
Duration14:38
Started
Ended
Elo favorite63.1%Jack90
Fastest Classical4:08*Devil
First pressure1:49Devil · Hersir trained
Market timing6:50Jack90 · Market
Most military units97Devil
Highest EAPM66.5Jack90
Market volume100Devil

Devil

Loki

Defeat
Elo1901-13
EAPM65.1
Military units97
First pressure1:49Hersir trained
First expansion
Market volume100
Total score 12,802
Military score 5,910
Economic score 5,938
Kills score 974
Units killed 49
Units lost 67
Buildings razed 15
Largest army 97
Favorite unit Throwing Axeman 28 fielded
Classical 4:08* Research start 3:08
Heroic 11:21* Estimated start 10:06
Mythic Not reached

Jack90

Ra

Victory
Elo1994+13
EAPM66.5
Military units96
First pressure4:23Barracks
First expansion
Market volume0
Total score 17,818
Military score 7,760
Economic score 8,261
Kills score 1,868
Units killed 67
Units lost 49
Buildings razed 3
Largest army 96
Favorite unit Axeman 38 fielded
Classical 4:23* Estimated start 3:23
Heroic 13:55* Estimated start 12:40
Mythic Not reached

Age progression

Minor God Paths

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

Heimdall
ClassicalAge
Bast
Njord
HeroicAge
Sekhmet
No choice recorded
MythicAge
No choice recorded

Chronology

Timeline

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

DevilLoki
Match time
Jack90Ra
First military pressureHersir trained
Hersir2 training queues
God powerSpy
Hersir2 training queues
God powerUndermine
Throwing Axeman15 training queues
Raiding Cavalry8 training queues
Einheri2 training queues
Berserk6 training queues
Key technologyPickaxe
MarketMarket
Hersir18 training queues
ArmoryArmory
Key technologyCopper Armor
Godi5 training queues
Berserk5 training queues
God powerWalking Woods
Raiding Cavalry3 training queues
Throwing Axeman13 training queues
Jarl10 training queues
Berserk4 training queues
Godi2 training queues
God powerWalking Woods
DefeatMatch result
Key technologyPickaxe
First military pressureBarracks
Axeman18 training queues
Key technologyHand Axe
MarketMarket
ArmoryArmory
Slinger13 training queues
God powerEclipse
Spearman4 training queues
Key technologyMedium Slingers
Key technologyMedium Axemen
Key technologyMedium Spearmen
Axeman20 training queues
Spearman10 training queues
Slinger5 training queues
Farm transition5 farms clustered
Slinger9 training queues
Spearman16 training queues
God powerCitadel
VictoryMatch 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 favorite63.1%Jack90
Fastest Classical4:08*Devil
Fastest Heroic11:21*Devil
First pressure1:49Devil · Hersir trained
Market timing6:50Jack90 · Market
Armory timing6:53Jack90 · Armory
Farm transition13:10–13:31Jack90 · 5 farms clustered

Player highlights

Standout performances

Highest total score17,818Jack90
Highest military score7,760Jack90
Highest economy score8,261Jack90
Most kills1,868Jack90
Most units killed67Jack90
Most deaths67Devil
Most buildings razed15Devil
Largest army97Devil
Favorite unitAxemanJack90 · 38 fielded

Devil

Most Deaths

Jack90

Highest ScoreLargest ArmyMost ImprovementsMost KillsMost Resources

Observed patterns

Building intent signals

Signals describe replay evidence, not guaranteed strategic intent.

Devil

Classical timing4:08 estimated completion
Early pressure1:49 · Hersir trained
Early market / Heroic prep8:36 · Market
Early armory / Heroic prep10:13 · Armory
Heavy walling signal9 wall build events
Market economy signal100 total resource volume
Large army production97 military units

Jack90

Classical timing4:23 estimated completion
Early pressure4:23 · Barracks
Early market / Heroic prep6:50 · Market
Early armory / Heroic prep6:53 · Armory
Farm transition13:10–13:31 · 5 farms clustered
Large army production96 military units
Devil · 1 TC Classical FightThe opening stayed on one Town Center and Classical with meaningful military production.
Devil · Early MilitaryMeaningful trained combat units were produced during the early opening.
Jack90 · 1 TC Classical FightThe opening stayed on one Town Center and Classical with meaningful military production.
Jack90 · Early MilitaryMeaningful trained combat units were produced during the early opening.

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 100 total volume

Devil

Bought

No buys

Sold

Food100
Total player market volume100

Jack90

Bought

No buys

Sold

No sells

Total player market volume0

Final totals

Composition

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

Devil

Army

Throwing Axeman28
Hersir23
Berserk15
Raiding Cavalry12
Jarl10
Godi7
Einheri2
Buildings8 types
House14
Wall9
Ox Cart Building4
Longhouse3
Great Hall2
Armory1
Market1
Temple1
God powers3 invoked
Walking Woods2
Spy1
Undermine1

Jack90

Army

Axeman38
Spearman30
Slinger27
Sphinx1
Buildings12 types
Obelisk21
House15
Granary6
Barracks5
Farm5
Lumber Camp3
Mining Camp3
Armory1
Market1
Monument To Soldiers1
Monument To Villagers1
Temple1
God powers2 invoked
Citadel1
Eclipse1