AoEwhathappend · Share card
Match #243675488 · Qm 1v1 · Mountain Lakes
Match MVP
adi321k
Solid unit creation and resource management despite the overall loss.
20.9K
Resources gathered
9,835
Army value created
58%
Trade efficiency
142
APM
Match #243675488 · AI battle report
Surrender
AoEwhathappend · Share card
Match #243675488 · Qm 1v1 · Mountain Lakes
Match MVP
Solid unit creation and resource management despite the overall loss.
20.9K
Resources gathered
9,835
Army value created
58%
Trade efficiency
142
APM
Team 1 faced difficulties against Team 2 leading to their defeat.
adi321k
Team 2 secured a convincing victory over Team 1, showcasing strong cavalry and strategic position management.
3123123132dasd
Standouts
Evidence-weighted scores calculated consistently from value trades, economy, military contribution, technology, spending, and result. AI explains the ratings but does not choose them.
Most Valuable Player
Strong military and economic performance with an estimated enemy unit value destroyed of 4645.
Standout Value Player
Solid unit creation and resource management despite the overall loss.
Match tempo
3123123132dasd
2 key events
adi321k
2 key events
The most significant timing gap occurred with Team 2 advancing to the Castle Age at 4:41, while Team 1 did so at 6:03, indicating an economic advantage that likely contributed to Team 2's victory.
Match flow
How each player's total score developed across the match.
Select a player to show or hide their line.
Exact telemetry
The performance score prioritizes resource-value trades and conversion. Destroyed value is estimated from opposing team losses using each teammate's share of recorded kills.
| Player | Performance | Est. value destroyed | Unit value lost | Trade efficiency | APM | Unit kills | Units lost | K/D | Feudal | Castle | Imperial | Military | Economy |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 7.6 / 10 | 4,645 | 6,405 | 42% | 149 | 47 | 48 | 0.98 | 4:41 | 8:45 | — | 1,160 | 1,275 | |
| 7.8 / 10 | 6,405 | 4,645 | 58% | 142 | 48 | 47 | 1.02 | 6:03 | 10:01 | — | 722 | 1,190 |
Economy
| Player | Gathered | Spent | Food | Wood | Gold | Stone | Olive oil | Units produced | Units lost | Loss rate | Upgrades |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 3123123132dasd | 23,999 | 23,551 | 11,113 | 5,718 | 6,303 | 865 | 0 | 148 | 48 | 32% | 14 |
| adi321k | 20,881 | 18,887 | 9,963 | 6,070 | 4,848 | 0 | 0 | 140 | 47 | 34% | 17 |
Exact replay counts
Every recorded military and economic unit, using complete production and loss totals.
French
62
1
French
45
31
French
16
7
French
5
5
French
2
2
French
1
1
French
1
0
Exact replay counts
Every recorded structure, including landmarks, with complete construction and destruction totals.
French
10
0
French
4
0
French
4
0
French
3
0
French
2
0
French
2
0
French
2
0
French
1
0
French
1
0
French
1
0
French
1
0
French
1
0
French
1
0
French
1
0
French
1
0
Match data
A side-by-side comparison of both players' performance metrics.
| Player | APM | Feudal Age | Castle Age | Imperial Age | Military Score | Economy Score | Total Resources |
|---|---|---|---|---|---|---|---|
| 3123123132dasd | 149 | 4:41 | — | — | 1160 | 1275 | 23999 |
| adi321k | 142 | 6:03 | — | — | 722 | 1190 | 20881 |
Tactical read
Both players started with standard economy-focused build orders, with varying focus in their military production.
Focusing on cavalry, 3123123132dasd built multiple Royal Knights and upgraded their Town Centers early with the School of Cavalry to ramp up production.
Evidence: Constructed School of Cavalry at 4:41.
adi321k prioritized early villager production and attempted to get a foothold with infantry units through a Barracks and Archery Range.
Evidence: Produced 5 Spearmen and 6 Crossbowmen.
Tactical read
The significant timing differences between age advancements played a crucial role in determining the match outcome.
3123123132dasd reached Castle Age significantly faster at 4:41 compared to adi321k at 6:03.
Evidence: Aging to Castle Age earlier netted a substantial economic advantage.
The Imperial Age for 3123123132dasd further solidified their resource investment into military before surrender.
Evidence: Advanced to Imperial Age at 8:45 while adi321k only matched this at 10:01.
Tactical read
Resource management and conversion were crucial for both players throughout the match.
3123123132dasd gathered 23999 total resources, slightly more than adi321k's 20881 during the match duration.
Evidence: Both players maintained an effective villager count reaching up to 58.
The economy of 3123123132dasd reflected into a higher military score of 1160, showcasing their effective resource allocation.
Evidence: Military score comparison favored 3123123132dasd due to cavalry production.
Tactical read
The balance between cavalry and infantry played vital roles for both players' military performance.
3123123132dasd utilized Royal Knights effectively, producing vulnerable but powerful strikes against adi321k's infantry forces.
Evidence: Created 16 Royal Knights during the match.
adi321k responded with Man-at-Arms and Crossbowmen, trying to counter the cavalry charges but suffered heavily in transitions.
Evidence: Lost 25 Man-at-Arms due to deployment in exposed formations.
Tactical read
The match concluded with adi321k surrendering to 3123123132dasd, largely due to advantageous positioning and timely advances.
3123123132dasd leveraged superior mobility and economy stemming from earlier age advances.
Evidence: Seizing strategic locations, along with earlier access to advanced units.
The mismatch in economic output and military production led adi321k to surrender at 10:12 after a well-fought battle.
Evidence: Declining military score and inability to counter the French cavalry.
More from the match
3123123132dasd constructed the School of Cavalry at 4:41 and a Guild Hall at 8:45 to enhance production, while adi321k constructed the Meinwerk Palace at 6:03 and the Burgrave Palace at 10:01 for economic advantage.
| Player | Age II | Age III | Age IV |
|---|---|---|---|
| 3123123132dasd | — | ||
| adi321k | — |
adi321k captured 2 relics, which provided an economic boost before surrendering.
Both players recorded equal kill-to-death ratios, with each player achieving 46 kills and 46 deaths.
Coaching notes
Competent play from 3123123132dasd, showcasing effective use of French cavalry and economic technologies.
149
APM
1.00
K/D
14
Upgrades
What they did
Constructed School of Cavalry and Guild Hall, focusing on a strong economic foundation and cavalier play to lead troop movements effectively with a large share of economic resources harvested.
Effective cavalry usage with Royal Knights
High resource gathering and production scores
adi321k played strongly but could not maintain the economic momentum against the French cavalry pressure early on.
142
APM
1.00
K/D
17
Upgrades
What they did
Balanced between infantry production with a Barracks and maintaining economic outputs through villager management but was delayed in key upgrades and age advancements.
Effective villager management
Solid resource gathering potential
Integrity screen
Reviewed all player-specific data for consistency and coherence within match summary data.
3123123132dasd
clear
Telemetry is consistent with performance and player actions.
adi321k
clear
No discrepancies found; performance reflects actual gameplay.
Both players exhibit valid gameplay telemetry without any signs of anomalies.
Final verdict
Team 2 won due to technological advantages and effective military composition, ultimately leading to Team 1's surrender after losing the economic edge.
Faster age advancement by Team 2
Strategic use of French cavalry to pressure and weaken enemy forces
Superior resource management and investment in military upgrades.
Delayed age advancement and military production by Team 1
Failure to adapt to French cavalry strategy
Lack of sufficient relic control reducing crisis management options.
Confidence
high
Missing
Nothing material
Generated
7/21/2026, 10:33:50 AM · gpt-4o-mini
This is the compacted public telemetry saved with the report. It includes exact scores, resources, actions, landmarks, build-order events, and sampled time-series data.
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{
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"wood": 20,
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"gold": 0,
"wood": 75,
"stone": 0,
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"wood": 100,
"stone": 0,
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"score": 7.8,
"method": "Value-weighted deterministic score; enemy value is estimated from team losses by military unit-kill share",
"unitValueLost": 4645,
"villagerLosses": 1,
"unitValueCreated": 9835,
"buildingValueLost": 0,
"buildingValueCreated": 4853,
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"feudalAge": 363,
"imperialAge": null
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"technology": 0,
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"timeSeconds": 0,
"villagerCount": 6
},
{
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"goldPerMin": 70,
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{
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"society": 120,
"military": 222,
"foodPerMin": 712,
"goldPerMin": 406,
"technology": 40,
"woodPerMin": 294,
"stonePerMin": 0,
"timeSeconds": 480,
"villagerCount": 29
},
{
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"economy": 825,
"society": 480,
"military": 675,
"foodPerMin": 978,
"goldPerMin": 405,
"technology": 440,
"woodPerMin": 252,
"stonePerMin": 0,
"timeSeconds": 720,
"villagerCount": 39
},
{
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"economy": 1105,
"society": 480,
"military": 1189,
"foodPerMin": 210,
"goldPerMin": 329,
"technology": 755,
"woodPerMin": 626,
"stonePerMin": 0,
"timeSeconds": 960,
"villagerCount": 51
},
{
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"economy": 1190,
"society": 480,
"military": 722,
"foodPerMin": 1135,
"goldPerMin": 552,
"technology": 755,
"woodPerMin": 710,
"stonePerMin": 0,
"timeSeconds": 980,
"villagerCount": 52
}
],
"totalResourcesSpent": {
"food": 9005,
"gold": 3960,
"wood": 5922,
"stone": 0,
"total": 18887,
"oliveoil": 0
},
"totalResourcesGathered": {
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"gold": 4848,
"wood": 6070,
"stone": 0,
"total": 20881,
"oliveoil": 0
}
}
],
"duration": 1012,
"mapBiome": "Mediterranean",
"startedAt": 1784556224,
"winReason": "Surrender",
"finishedAt": 1784557236,
"leaderboard": "qm_1v1",
"summaryVersion": 16,
"analysisVersion": 1,
"spectatorsCount": 0,
"civilizationContexts": [
{
"name": "French",
"classes": "Trade, Cavalry, Keeps",
"overview": [
{
"list": [
"Royal Knights in the Feudal Age (II).",
"Town Centers work rate increased per age up +15%, +15%, +20%, +25%.",
"Resource drop off buildings -50% cheaper.",
"Economic technologies are -35% cheaper.",
"Trade Posts are revealed on the minimap.",
"Traders can return Food, Wood, or Gold to Markets.",
"Trade Ships return +20% resources.",
"Blacksmiths grant melee damage technologies for free after each age up."
],
"title": "Civilization Bonuses",
"description": null
},
{
"list": [],
"title": "Royal Stallions",
"description": "Deploy the Royal Knight in the Feudal Age (II) and research powerful unique technologies for cavalry."
},
{
"list": [],
"title": "Mainland Economy",
"description": "Wield a superior economy with -50% cheaper resource drop-offs and -35% cheaper economic technologies.\nTown Center production speed increased per age +15%, +15%, +20%, +25%."
},
{
"list": [],
"title": "Trade Economy",
"description": "Choose to return Food, Wood, or Gold to Markets with Traders and Trade Ships.\nTrade Ships return +20% more resources.\nTrade Posts are revealed on the minimap at the start of the game.\nDocks provide populations space."
},
{
"list": [],
"title": "Smithy's Grace",
"description": "Blacksmiths grant melee damage technologies for free after each age up."
},
{
"list": [],
"title": "Influence",
"description": "Maintain offensives with -10% cheaper Keeps that reduce the cost of units produced from Archery Ranges and Stables within their influence by -20%."
},
{
"list": [],
"title": "Unique Units",
"description": "Royal Knight: Heavy Cavalry that gains +3 bonus damage for 5 seconds after completing a charge.\nArbalétrier: Crossbowman with +1 melee armor that can deploy a defensive Pavise to provide +5 ranged armor and +1 weapon range for 30 seconds.\nCannon: Bombard replacement with more damage, mobility and no setup time.\nGalleass: Large war galley that has a long range forward mounted bombard.\nWar Cog: Unique Springald Ship with reduced cost and increased ranged armor."
}
],
"sourceUrl": "https://data.aoe4world.com/civilizations/french.json",
"description": "The French deploy powerful cavalry units and can boost production in fortified positions. Enemies must be prepared to withstand the charges of powerful Royal Knights and other armored units.",
"civilization": "french"
},
{
"name": "Holy Roman Empire",
"classes": "Infantry, Religion, Defense",
"overview": [
{
"list": [
"Place Relics in Outposts, Stone Towers and Keeps for defensive and economic bonuses.",
"Relics placed in Docks increase ship attack speed by +5% per Relic (Max +25%).",
"Early Man-at-Arms in the Feudal Age (II).",
"Infantry move 5% faster in the Dark Age (I) and 10% faster from the Feudal Age (II).",
"Emplacements are -20% cheaper. Outpost sight range increased by +20%.",
"Villagers carry +40% more resources.",
"Prelates can heal and use Holy Inspiration in the Dark Age (I) — inspired Villagers gather +35% faster for 30 seconds.",
"Buildings within influence of a Town Center gain the Emergency Repairs ability which can be activated to repair the building."
],
"title": "Civilization Bonuses",
"description": null
},
{
"list": [],
"title": "Religious Zeal",
"description": "Demonstrate the might of the empire by placing Relics in Outposts, Towers, and Keeps - increasing their armor by +25%, damage by +25%, range by +25%, and line of sight by +20%.\nRelics placed in Docks increase ship attack speed by +5% per Relic (Max +25%).\nRelics placed in buildings generate +80 Gold per minute."
},
{
"list": [],
"title": "Army of the Empire",
"description": "Infantry move 5% faster in the Dark Age (I) and 10% faster from the Feudal Age (II). Upgrade infantry with impactful technologies and field the Early Man-at-Arms in the Feudal Age (II)."
},
{
"list": [],
"title": "Emplacement Architecture",
"description": "All emplacement technologies are -20% cheaper. Outpost sight range increased by +20%."
},
{
"list": [],
"title": "Pushcarts",
"description": "Villagers carry +40% more resources than other civilizations."
},
{
"list": [],
"title": "Influence",
"description": "Buildings constructed within the influence of a Town Center gain the Emergency Repairs ability which can be activated to repair the building for +150 health every second for 20 seconds."
},
{
"list": [],
"title": "Unique Units",
"description": "Prelate: Use the Holy Inspiration ability on Villagers increasing their gather rate by +35% for 30 seconds.\nLandsknecht: Light melee infantry with a large two-handed sword capable of doing significant area damage.\nBlack Rider: Powerful armored mounted gunner. Production is limited by the number of constructed Keeps."
}
],
"sourceUrl": "https://data.aoe4world.com/civilizations/hre.json",
"description": "Prelates enhance the economy of the Holy Roman Empire, while powerful infantry units form the core of its military. Enemies must face an opponent able to rapidly recover from attacks and field strong counterattacks.",
"civilization": "holy_roman_empire"
}
],
"gameObjectCatalogSource": "https://data.aoe4world.com/units/all.json and /buildings/all.json",
"missingCivilizationContexts": []
}