Replay-derived match flow, timings, and composition.

Advanced match analysis

Cap'nK vs dzik

Queue
Ranked 1v1 Supremacy
Map
Anatolia
Map Seed
9262
Duration
17:01
Patch
19.17020
Played
· 11 hours ago
Anatolia map preview
MapAnatolia
Winner
Cap'nK Loki · Elo 1166 +13
17:01 Match length
Defeated
dzik Hades · Elo 1083 -13
61.7% win probability Pre-match · Cap'nK favored win probability 38.3%
Key momentsIn match order
First pressure
3:48 Cap'nK Hersir trained
Fastest Classical
4:44* Cap'nK Heimdall · estimated
Market timing
6:36 Cap'nK Market
First extra TC
7:43 Cap'nK Town Center
Armory timing
9:27 Cap'nK Armory
Fastest Heroic
13:02* Cap'nK Bragi · estimated
Fortress timing
14:03 Cap'nK Hill Fort

Cap'nK

Loki · Red
Win 1166 +13
EAPM
38.0
Favorite unit
Raiding Cavalry
20 fielded
Largest army
75
First expansion
7:43
Age path
HeimdallClassical · Est. start 3:44
BragiHeroic · Est. start 11:47
MythicNot reached
Opening read
Delayed 2nd TCThe first genuine additional Town Center started after 6:00 but within the opening.
Early MilitaryMeaningful trained combat units were produced during the early opening.
Semi-Fast HeroicMeaningful Classical military production preceded an early Heroic research commitment.
Multi-TC boom2 expansion build events
Water commitment3 dock build events
Market economy2,200 total resource volume
No post-game awards

dzik

Hades · Blue
Loss 1083 -13
EAPM
48.6
Favorite unit
Toxotes
46 fielded
Largest army
104
First expansion
—
Age path
AresClassical · Est. start 5:48
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.
Early MilitaryMeaningful trained combat units were produced during the early opening.
Late ClassicalClassical completed after 5:00 on a standard land opening.
Heavy walling15 wall build events
Water commitment6 dock build events
Market economy900 total resource volume
Large army production104 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 3,100 total volume

Cap'nK

Bought

Wood900

Sold

Food200
Wood1,100
Total player market volume2,200

dzik

Bought

No buys

Sold

Wood900
Total player market volume900

Final totals

Composition

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

Cap'nK

Army · 75

Units

Raiding Cavalry20
Hersir16
Throwing Axeman11
Berserk10
Portable Ram5
Dreki4
Jarl4
Battle Boar2
Longboat2
Godi1
Buildings 10 types
House11
Dock3
Ox Cart Building3
Great Hall2
Longhouse2
Temple2
Town Center2
Armory1
Hill Fort1
Market1
God powers 3 invoked
Flaming Weapons1
Spy1
Undermine1

dzik

Army · 104

Units

Toxotes46
Hoplite33
Hypaspist7
Cyclops6
Ajax4
Pentekonter3
Achilles2
Trireme2
Juggernaut1
Buildings 9 types
Wall15
House13
Dock6
Storehouse6
Military Academy5
Archery Range4
Granary3
Market1
Temple1
God powers 1 invoked
Pestilence1