Replay-derived match flow, timings, and composition.

Advanced match analysis

moblin_drama493 vs jeremydsimmonds

Queue
Ranked 1v1 Supremacy
Map
Giza
Map Seed
7894
Duration
15:34
Patch
19.17020
Played
· 1 day ago
Giza map preview
MapGiza
Winner
moblin_drama493 Amaterasu · Elo 509 +8
15:34 Match length
Defeated
jeremydsimmonds Odin · Elo 304 -8
76.5% win probability Pre-match · moblin_drama493 favored win probability 23.5%
Key momentsIn match order
Fastest Classical
4:14* moblin_drama493 Minakatatomi · estimated
First pressure
4:52 moblin_drama493 Stable Japanese
First extra TC
9:35 jeremydsimmonds Town Center
Market timing
11:12 jeremydsimmonds Market

moblin_drama493

Amaterasu · Blue
Win 509 +8
EAPM
10.5
Favorite unit
Yumi Archer
13 fielded
Largest army
37
First expansion
—
Age path
MinakatatomiClassical · Research start 3:14
HeroicNot reached
MythicNot reached
Opening read
1 TC Classical FightThe opening stayed on one Town Center and Classical with meaningful military production.
Archer DeathballThe final army profile was archer-heavy with at least 25 military units.
No post-game awards

jeremydsimmonds

Odin · Red
Loss 304 -8
EAPM
23.1
Favorite unit
Raiding Cavalry
8 fielded
Largest army
21
First expansion
9:35
Age path
FreyjaClassical · Research start 5:41
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.
Late ClassicalClassical completed after 5:00 on a standard land opening.
Market economy1,700 total resource volume
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 1,700 total volume

moblin_drama493

Bought

No buys

Sold

No sells

Total player market volume0

jeremydsimmonds

Bought

Food400

Sold

Wood1,300
Total player market volume1,700

Final totals

Composition

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

moblin_drama493

Army · 37

Units

Yumi Archer13
Bushi8
Naginata Rider8
Samurai3
Yari Spearman3
Kitsune1
Onna Musha1
Buildings 8 types
House17
Watermill6
Shrine Japanese2
Dojo1
Guardhouse1
Mining Camp Japanese1
Stable Japanese1
Temple1
God powers 1 invoked
Shrine Of The Hunt1

jeremydsimmonds

Army · 21

Units

Raiding Cavalry8
Berserk6
Hersir4
Hirdman2
Throwing Axeman1
Buildings 8 types
House4
Ox Cart Building3
Great Hall2
Temple2
Farm1
Longhouse1
Market1
Town Center1
God powers 2 invoked
Forest Fire1
Great Hunt1