Replay-derived match flow, timings, and composition.

Advanced match analysis

Academia14 vs Ratold

Queue
Ranked 1v1 Supremacy
Map
Tundra
Map Seed
13483
Duration
12:50
Patch
19.17020
Played
· 15 hours ago
Tundra map preview
MapTundra
Winner
Academia14 Hades · Elo 1401 +16
12:50 Match length
Defeated
Ratold Set · Elo 1359 -16
56.0% win probability Pre-match · Academia14 favored win probability 44.0%
Key momentsIn match order
Fastest Classical
4:05* Academia14 Athena · estimated
First pressure
5:02 Ratold Barracks
Armory timing
5:18 Academia14 Armory
First extra TC
5:22 Ratold Village Center
Fortress timing
7:41 Academia14 Fortress
Fastest Heroic
8:03* Academia14 Aphrodite · estimated

Academia14

Hades · Blue
Win 1401 +16
EAPM
54.3
Favorite unit
Toxotes
10 fielded
Largest army
35
First expansion
—
Age path
AthenaClassical · Research start 3:05
AphroditeHeroic · Est. start 6:48
MythicNot reached
Opening read
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.
Fast HeroicHeroic completed inside the applicable Fast Heroic window.
Semi-Fast HeroicMeaningful Classical military production preceded an early Heroic research commitment.
No post-game awards

Ratold

Set · Green
Loss 1359 -16
EAPM
68.6
Favorite unit
Spearman
38 fielded
Largest army
41
First expansion
5:22
Age path
PtahClassical · Research start 3:41
SekhmetHeroic · Timing unavailable
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.
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 No market trades observed

No market trades observed.

Final totals

Composition

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

Academia14

Army · 35

Units

Toxotes10
Hippeus9
Ajax7
Petrobolos5
Achilles2
Chiron2
Buildings 8 types
House10
Storehouse4
Granary3
Archery Range2
Armory1
Fortress1
Stable1
Temple1
God powers 3 invoked
Curse1
Restoration1
Sentinel1

Ratold

Army · 41

Units

Spearman38
Wadjet3
Buildings 10 types
House19
Barracks5
Granary5
Wall5
Lumber Camp2
Mining Camp2
Monument To Villagers2
Obelisk1
Temple1
Village Center1
God powers 1 invoked
Vision1