Replay-derived match flow, timings, and composition.

Advanced match analysis

Test1 vs The_Player

Queue
Ranked 1v1 Supremacy
Map
Marsh
Map Seed
28117
Duration
14:17
Patch
19.17020
Played
· 20 hours ago
Marsh map preview
MapMarsh
Defeated
Test1 Tsukuyomi · Elo 457 -17
14:17 Match length
Winner
The_Player Loki · Elo 460 +17
49.6% win probability Pre-match · The_Player favored win probability 50.4%
Key momentsIn match order
First pressure
5:19 The_Player Hersir trained
Fastest Classical
6:28* The_Player Heimdall · estimated
First extra TC
7:16 Test1 Town Center
Market timing
8:22 Test1 Market
Armory timing
12:52 The_Player Armory

Test1

Tsukuyomi · Green
Loss 457 -17
EAPM
10.2
Favorite unit
Naginata Rider
3 fielded
Largest army
6
First expansion
7:16
Age path
Ame No UzumeClassical · Research start 5:50
HeroicNot reached
MythicNot reached
Opening read
1 TC Classical FightThe opening stayed on one Town Center and Classical with meaningful military production.
Late ClassicalClassical completed after 5:00 on a standard land opening.
Market economy2,200 total resource volume
No post-game awards

The_Player

Loki · Red
Win 460 +17
EAPM
16.5
Favorite unit
Hersir
18 fielded
Largest army
27
First expansion
—
Age path
HeimdallClassical · Est. start 5:28
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.
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 2,200 total volume

Test1

Bought

Food700

Sold

Wood1,500
Total player market volume2,200

The_Player

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.

Test1

Army · 6

Units

Naginata Rider3
Onna Musha3
Buildings 9 types
Shrine Japanese3
House2
Mining Camp Japanese2
Watermill2
Dojo1
Market1
Stable Japanese1
Temple1
Town Center1
God powers 2 invoked
Goshinboku1
New Moon1

The_Player

Army · 27

Units

Hersir18
Raiding Cavalry6
Einheri2
Berserk1
Buildings 5 types
House8
Ox Cart Building2
Armory1
Great Hall1
Temple1
God powers 3 invoked
Undermine2
Spy1