Replay-derived match flow, timings, and composition.

Advanced match analysis

polomanino vs giton

Queue
Ranked 1v1 Supremacy
Map
Steppe
Map Seed
4915
Duration
17:08
Patch
19.17020
Played
· 19 hours ago
Steppe map preview
MapSteppe
Winner
polomanino Odin · Elo 1295 +12
17:08 Match length
Defeated
giton Hades · Elo 1182 -12
65.7% win probability Pre-match · polomanino favored win probability 34.3%
Key momentsIn match order
First pressure
2:14 polomanino Hersir trained
Fastest Classical
3:54* polomanino Freyja · estimated
First extra TC
8:47 giton Town Center
Armory timing
9:13 polomanino Armory
Market timing
10:55 polomanino Market
Fastest Heroic
12:49* polomanino Njord · estimated
Fortress timing
14:16 giton Fortress

polomanino

Odin · Blue
Win 1295 +12
EAPM
76.9
Favorite unit
Throwing Axeman
49 fielded
Largest army
125
First expansion
—
Age path
FreyjaClassical · Research start 2:54
NjordHeroic · Est. start 11:34
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.
Market economy700 total resource volume
Large army production125 military units
No post-game awards

giton

Hades · Red
Loss 1182 -12
EAPM
36.2
Favorite unit
Achilles
4 fielded
Largest army
14
First expansion
8:47
Age path
AthenaClassical · Research start 3:21
AphroditeHeroic · Est. start 12:21
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.
Heavy walling7 wall build events
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 700 total volume

polomanino

Bought

Food700

Sold

No sells

Total player market volume700

giton

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.

polomanino

Army · 125

Units

Throwing Axeman49
Jarl28
Raiding Cavalry20
Hersir9
Godi7
Valkyrie6
Portable Ram5
Mountain Giant1
Buildings 8 types
House20
Great Hall4
Ox Cart Building3
Longhouse2
Armory1
Hill Fort1
Market1
Temple1
God powers 3 invoked
Forest Fire1
Great Hunt1
Walking Woods1

giton

Army · 14

Units

Achilles4
Ajax4
Hoplite3
Chiron2
Minotaur1
Buildings 11 types
House7
Wall7
Granary5
Storehouse4
Archery Range2
Military Academy2
Armory1
Fortress1
Sentry Tower1
Temple1
Town Center1
God powers 3 invoked
Curse1
Restoration1
Sentinel1