Replay-derived match flow, timings, and composition.

Advanced match analysis

Moose vs Papa_Jeffito

Queue
Ranked 1v1 Supremacy
Map
Giza
Map Seed
16048
Duration
17:08
Patch
19.17020
Played
· 9 hours ago
Giza map preview
MapGiza
Defeated
Moose Loki · Elo 1823 -17
17:08 Match length
Winner
Papa_Jeffito Odin · Elo 1841 +17
47.4% win probability Pre-match · Papa_Jeffito favored win probability 52.6%
Key momentsIn match order
First pressure
1:37 Moose Hersir trained
Fastest Classical
3:47* Papa_Jeffito Freyja · estimated
Armory timing
8:47 Moose Armory
Market timing
10:51 Moose Market
Fastest Heroic
11:45* Moose Bragi · estimated
First extra TC
14:09 Papa_Jeffito Town Center
Fortress timing
14:11 Moose Hill Fort

Moose

Loki · Blue
Loss 1823 -17
EAPM
94.2
Favorite unit
Throwing Axeman
37 fielded
Largest army
94
First expansion
—
Age path
ForsetiClassical · Est. start 3:08
BragiHeroic · Est. start 10:30
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 walling40 wall build events
Market economy300 total resource volume
Large army production94 military units
No post-game awards

Papa_Jeffito

Odin · Red
Win 1841 +17
EAPM
104.4
Favorite unit
Throwing Axeman
36 fielded
Largest army
71
First expansion
14:09
Age path
FreyjaClassical · Research start 2:47
SkadiHeroic · Est. start 12:17
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.
Heavy walling30 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 300 total volume

Moose

Bought

No buys

Sold

Food100
Wood200
Total player market volume300

Papa_Jeffito

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.

Moose

Army · 94

Units

Throwing Axeman37
Hersir26
Hirdman18
Troll6
Jarl5
Portable Ram2
Buildings 10 types
Wall40
House16
Farm7
Longhouse5
Ox Cart Building5
Great Hall4
Armory1
Hill Fort1
Market1
Temple1
God powers 1 invoked
Healing Spring1

Papa_Jeffito

Army · 71

Units

Throwing Axeman36
Raiding Cavalry14
Jarl9
Hersir6
Godi2
Hirdman2
Valkyrie2
Buildings 9 types
Wall30
House16
Longhouse5
Great Hall4
Hill Fort4
Ox Cart Building4
Armory1
Temple1
Town Center1
God powers 2 invoked
Forest Fire1
Great Hunt1