Replay-derived match flow, timings, and composition.

Advanced match analysis

futvalva vs -~>Tiamat <~-

Queue
Ranked 1v1 Supremacy
Map
Steppe
Map Seed
3452
Duration
16:46
Patch
19.17020
Played
· 7 hours ago
Steppe map preview
MapSteppe
Defeated
futvalva Amaterasu · Elo 1232 -16
16:46 Match length
Winner
-~>Tiamat <~- Kronos · Elo 1257 +16
46.4% win probability Pre-match · -~>Tiamat <~- favored win probability 53.6%
Key momentsIn match order
First pressure
3:23 -~>Tiamat <~- Counter Barracks
Fastest Classical
3:34* -~>Tiamat <~- Prometheus · estimated
Armory timing
10:24 -~>Tiamat <~- Armory
Market timing
11:33 futvalva Market
First extra TC
12:08 -~>Tiamat <~- Town Center
Fastest Heroic
13:09* -~>Tiamat <~- Rheia · estimated
Fortress timing
15:13 -~>Tiamat <~- Palace

futvalva

Amaterasu · Green
Loss 1232 -16
EAPM
34.0
Favorite unit
Naginata Rider
14 fielded
Largest army
45
First expansion
—
Age path
MinakatatomiClassical · Research start 3:31
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 economy2,000 total resource volume
No post-game awards

-~>Tiamat <~-

Kronos · Red
Win 1257 +16
EAPM
32.0
Favorite unit
Oracle
3 fielded
Largest army
6
First expansion
12:08
Age path
PrometheusClassical · Est. start 2:34
RheiaHeroic · Est. start 11:54
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.
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 2,000 total volume

futvalva

Bought

No buys

Sold

Food800
Wood1,200
Total player market volume2,000

-~>Tiamat <~-

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.

futvalva

Army · 45

Units

Naginata Rider14
Yumi Archer14
Samurai11
Bushi4
Wanyudo2
Buildings 9 types
House14
Mining Camp Japanese6
Watermill5
Temple4
Shrine Japanese2
Dojo1
Guardhouse1
Market1
Stable Japanese1
God powers 3 invoked
Solar Shield2
Shrine Of The Hunt1

-~>Tiamat <~-

Army · 6

Units

Oracle3
Turma2
Behemoth1
Buildings 9 types
Manor8
Military Barracks3
Armory1
Counter Barracks1
Economic Guild1
Palace1
Sentry Tower1
Temple1
Town Center1
God powers 9 invoked
Valor7
Deconstruction1
Traitor1