Advanced match analysis
marc14 vs paulotz13
- Queue
- Ranked 1v1 Supremacy
- Map
- Megalopolis
- Map Seed
- 21455
- Duration
- 20:10
- Patch
- 19.17020
- Played
- · 12 hours ago
Defeated
marc14
Quetzalcoatl · Elo 829 -15
20:10
Match length
Winner
paulotz13
Hades · Elo 904 +35
39.4% win probability
Pre-match · paulotz13 favored
win probability 60.6%
Key momentsIn match order
marc14
Quetzalcoatl · Orange- EAPM
- 33.7
- Favorite unit
- Warrior Priest 16 fielded
- Total score
- 19,628
- Military score
- 8,700
- Economic score
- 9,624
- Kills score
- 1,304
- Units killed
- 56
- Units lost
- 71
- Buildings razed
- 0
- Largest army
- 64
- First expansion
- 11:51
Age path
HuehuecoyotlClassical · Research start 3:12
CoyolxauhquiHeroic · Research start 12:38
MythicNot reached
Opening read
1 TC Classical FightThe opening stayed on one Town Center and Classical with meaningful military production.
Eagle Warrior CoreEagle Warriors were the dominant military unit.
Early MilitaryMeaningful trained combat units were produced during the early opening.
Multi-TC boom3 expansion build events
Market economy200 total resource volume
Most Deaths
paulotz13
Hades · Red- EAPM
- 63.8
- Favorite unit
- Hoplite 39 fielded
- Total score
- 34,710
- Military score
- 14,457
- Economic score
- 18,660
- Kills score
- 1,617
- Units killed
- 71
- Units lost
- 56
- Buildings razed
- 2
- Largest army
- 100
- First expansion
- 8:59
Age path
AthenaClassical · Est. start 1:56
ApolloHeroic · Est. start 12:35
HephaestusMythic · Timing unavailable
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.
Fast ClassicalClassical completed before 4:00 on a standard land opening.
Multi-TC boom4 expansion build events
Heavy walling8 wall build events
Market economy500 total resource volume
Large army production100 military units
Highest Score
Largest Army
Most Improvements
Most Kills
Most Resources
Post-game stats
Match report
Score bars split each stat between players; a gold outline marks the leader. Combat bars grow out from the centre, scaled to the larger side.
marc14paulotz13
Score
Combat and army
marc14paulotz13
56
Units killed
71
71
Units lost
56
0
Buildings razed
2
64
Largest army
100
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
Tempo
EAPM over time
Resource exchangeMarket flow 700 total volume›
marc14
Bought
No buys
Sold
Total player market volume200
paulotz13
Bought
Sold
No sells
Total player market volume500
Final totals
Composition
Military excludes economic and support units such as villagers, Miko, fishing ships, caravans, ox carts, and priests.