Replay-derived match flow, timings, and composition.

Advanced match analysis

BigGrubbyWormy vs rafael22quinta

Queue
Ranked 1v1 Supremacy
Map
Yellow River
Map Seed
18813
Duration
30:51
Patch
19.17020
Played
· 8 hours ago
Yellow River map preview
MapYellow River
Winner
BigGrubbyWormy Loki · Elo 670 +13
30:51 Match length
Defeated
rafael22quinta Gaia · Elo 568 -23
64.3% win probability Pre-match · BigGrubbyWormy favored win probability 35.7%
Key momentsIn match order
Fastest Classical
3:01* rafael22quinta Oceanus · estimated
First pressure
5:07 BigGrubbyWormy Hersir trained
Market timing
8:15 BigGrubbyWormy Market
Armory timing
8:41 rafael22quinta Armory
First extra TC
8:43 BigGrubbyWormy Town Center
Fortress timing
10:52 rafael22quinta Palace
Fastest Heroic
11:26* rafael22quinta Theia · estimated
Fastest Mythic
14:37* rafael22quinta Hekate · estimated

BigGrubbyWormy

Loki · Blue
Win 670 +13
EAPM
27.1
Favorite unit
Throwing Axeman
22 fielded
Largest army
75
First expansion
8:43
Age path
ForsetiClassical · Research start 4:36
NjordHeroic · Research start 13:58
HelMythic · Research start 17:17
Opening read
2 TC Classical FightAn opening additional Town Center remained in Classical with meaningful military production.
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.
Late ClassicalClassical completed after 5:00 on a standard land opening.
Long ClassicalHeroic completion was delayed past 14:00 while military production was already significant.
Multi-TC boom3 expansion build events
Market economy11,000 total resource volume
No post-game awards

rafael22quinta

Gaia · Red
Loss 568 -23
EAPM
21.4
Favorite unit
Arcus
69 fielded
Largest army
234
First expansion
12:18
Age path
OceanusClassical · Est. start 2:01
TheiaHeroic · Est. start 10:11
HekateMythic · Est. start 12:37
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.
Fast ClassicalClassical completed before 4:00 on a standard land opening.
Multi-TC boom4 expansion build events
Heavy walling19 wall build events
Large army production234 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 11,000 total volume

BigGrubbyWormy

Bought

Food300
Wood800

Sold

Food7,300
Wood2,600
Total player market volume11,000

rafael22quinta

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.

BigGrubbyWormy

Army · 75

Units

Throwing Axeman22
Hersir15
Portable Ram9
Huskarl6
Raiding Cavalry6
Berserk5
Troll5
Hirdman3
Jarl3
Fire Giant1
Buildings 11 types
Farm39
House16
Ox Cart Building5
Hill Fort3
Longhouse3
Town Center3
Great Hall2
Sentry Tower2
Armory1
Market1
Temple1
God powers 5 invoked
Walking Woods2
Healing Spring1
Nidhogg1
Titan Gate1

rafael22quinta

Army · 234

Units

Arcus69
Fanatic56
Murmillo33
Cheiroballista21
Contarius18
Destroyer13
Oracle12
Caladria4
Dryad4
Turma4
Buildings 11 types
Wall19
Farm12
Manor11
Town Center4
Military Barracks3
Palace3
Armory1
Counter Barracks1
Economic Guild1
Market1
Temple1
God powers 4 invoked
Hesperides Tree2
Carnivora1
Tartarian Gate1