Replay-derived match flow, timings, and composition.

Advanced match analysis

nak4no vs s,alm smurf

Queue
Ranked 1v1 Supremacy
Map
Steppe
Map Seed
15138
Duration
18:12
Patch
19.17020
Played
· 1 day ago
Steppe map preview
MapSteppe
Winner
nak4no Amaterasu · Elo 1746 +24
18:12 Match length
Defeated
s,alm smurf Zeus · Elo 1885 -24
31.0% win probability Pre-match · s,alm smurf favored · Upset win probability 69.0%
Key momentsIn match order
Fastest Classical
3:56* nak4no Minakatatomi · estimated
First pressure
4:02 nak4no Stable Japanese
Armory timing
9:13 nak4no Armory
Market timing
13:20 s,alm smurf Market
Fastest Heroic
15:46* nak4no Raijin · estimated

nak4no

Amaterasu · Blue
Win 1746 +24
EAPM
83.5
Favorite unit
Samurai
37 fielded
Largest army
124
First expansion
—
Age path
MinakatatomiClassical · Research start 2:56
RaijinHeroic · Est. start 14:31
MythicNot reached
Opening read
1 TC Classical FightThe opening stayed on one Town Center and Classical with meaningful military production.
Early MilitaryMeaningful trained combat units were produced during the early opening.
Fast ClassicalClassical completed before 4:00 on a standard land opening.
Long ClassicalHeroic completion was delayed past 14:00 while military production was already significant.
Large army production124 military units
No post-game awards

s,alm smurf

Zeus · Red
Loss 1885 -24
EAPM
98.6
Favorite unit
Hippeus
114 fielded
Largest army
147
First expansion
—
Age path
HermesClassical · Research start 3:25
HeroicNot reached
MythicNot reached
Opening read
1 TC Classical FightThe opening stayed on one Town Center and Classical with meaningful military production.
Early MilitaryMeaningful trained combat units were produced during the early opening.
Market economy1,500 total resource volume
Large army production147 military units
No post-game awards

Chronology

Timeline

Hover or focus an event to read it.
Key Key event Unit Hero Myth unit Building Technology God power Pre-queued technology Batch · 1 layer per 5 training queues Age completion

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

Match flow

Military production

Cumulative military units trained. Markers show Town Centers, fortresses and Age completions.

Tempo

EAPM over time

Estimated actions per minute from replay commands, sampled each minute.
Resource exchangeMarket flow 1,500 total volume

nak4no

Bought

No buys

Sold

No sells

Total player market volume0

s,alm smurf

Bought

No buys

Sold

Food600
Wood900
Total player market volume1,500

Final totals

Composition

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

nak4no

Army · 124

Units

Samurai37
Bushi26
Yumi Archer21
Naginata Rider19
Onna Musha11
Wanyudo5
Shinobi4
Raiju1
Buildings 11 types
House17
Farm9
Stable Japanese4
Wall4
Guardhouse3
Mining Camp Japanese3
Shrine Japanese3
Watermill3
Armory1
Dojo1
Temple1
God powers 3 invoked
Shrine Of The Hunt1
Solar Shield1
Thunder Burst1

s,alm smurf

Army · 147

Units

Hippeus114
Centaur29
Heracles2
Jason2
Buildings 7 types
House17
Storehouse6
Granary3
Stable3
Wall3
Market1
Temple1
God powers 2 invoked
Bolt1
Cease Fire1