Hi! As the tournament came to a close yesterday after seven weeks of amazing games, I compiled a lot of statistics that I have summed up in the following post. As always, spoilers will follow!
Summary of the Grand Final
Going into the final
The grand final of the tournament opposed TyRanT to Aftermath. The two teams had already played each other in the Swiss Round, where Aftermath emerged a clean winner, taking all three games.
Aftermath, playing with Liereyy, Hearttt and MbL, was seeded first coming into the tournament and has looked extremely dominant. After losing their very first game to an inspired ChinaA team, aM’ won 12 consecutive games, qualifying for the Grand Final without any further loss.
TyRanT, the most decorated team in the history of the game, was coming into the tournament as the fifth seed and some concerns about their form. They opened strongly with a clean 3-0 victory against Nations Cup winners and TyRanT members from Brazil but the rest of their road to the final was a long struggle. They won three series that went to the deciding game, highlighting their strength when it comes to closing games and winning at crucial moments.
The games
Civilizations drafting and picking
One of the specificities of the tournament was the drafting of fifteen different civilizations per team, constituting them a pool that they could use from for the possible five games of each series. Having to use all the possible 31 civilizations – save one – of the game forced the players to design strategies for the maps they were going to play and use civilizations that are usually not considered top tier picks on open maps like Arabia.
Drafting
The draft format enables both teams to pick civilizations, one at a time, starting with the higher seed (who also gets to ban one civilization). Burmese was the most banned civilization in the early stages of the tournament but the trend switched to Koreans being banned in the later stages of the event, ending up with 8 bans in 19 series (Burmese second with 5 bans).
I calculated the “popularity” of each civ attributing 1 to 15 points to each pick during a draft (not considering whether the team was picking first or second) for all drafts done during the tournament. With that in mind, the post popular civilizations were:
Among the popular civilizations, Mongols is the one with the lowest standard deviation. They were the 8th most popular civilization, picked as high as number 2 and never lower than number 7. Huns were the 6th most popular civilization and the 6th most consistently picked, always being picked between 2 and 6.
The 4 least popular civilizations are also the ones with the lowest standard deviation in their scores. It means that they were the last four picked civilizations in almost every draft. Goths were the least popular civilization, picked in the 15th position every single time. They were followed by Vietnamese, Turks and Teutons.
The civilization with the highest difference between the earliest and the latest moments they were picked is Koreans, who got picked as high as number 1 and as low as number 14. Burmese follow, sometimes being picked 1st and once picked 11th.
Additional information: drafting per team
Overall, civilization drafting has been fairly consistent throughout the rounds, was a couple exceptions. Koreans, for example, were drafted after the 11th pick on average in the first round, and before the 3rd pick on average on round 3, before being significantly banned afterwards.
Burmese, Incas and Aztecs are three civilizations that were picked very fast at the early stages of the tournament – Burmese started the tournament with two bans and two first picks – but then fell down in popularity.
On the opposite, Magyars and Berbers are two civilizations that, even if already picked quite early, became increasingly popular as the tournament played on. Both of these civilizations were the top picks of the last week of the swiss round, but then were again slightly less popular in the knock-out stage.
Mayans were a civilization that started high, lost a bit of its appeal during the Swiss Round but became very popular again once reaching the last 4.
TheViper’s take on civ drafting and picking
Statistics are nice, but since the number of games played is still low, it’s hard to get something that is “statistically relevant”. In order to compare statistics with how the civilizations actually play out, I asked a couple of questions to TheViper who was kind enough to give me some insight on how TyRanT felt about the civilizations and prepared for the tournament.
Question: What were your thoughts before the first game was played? Did you make a list of the civilizations that you thought would be the best suited for each map and tried to get as many of these as possible during the draft?
Answer: Initially we were picking civilizations based on overall strength of the civ, and prioritizing the strongest civs even tho they primarily weren't suited for specific maps, with some exceptions here and there. We'd prioritize Britons pretty high for example because of Beachfight from the start.
Question: As more games were played and the tournament was going on, did you change your mind on some civilizations? Like, for example, we saw Burmese were picked really high at the beginning but not performing too well and thus were picked later afterwards.
Answer: We didn't really change our minds on individual civs much, thinking just like how we view the civ overall. We did however change our priority of certain civs and view of which civs were crucial and had more impact on certain maps pretty much every week.
Question: When you were drafting, did you try to prioritize civilizations that you feel were good on several maps or civilizations that are maybe not too flexible but extremely powerful on one specific map (like Chinese on Steppe for example)?
Answer: We drafted flexible with some strategies in mind for every round until the Final. At the Final we drafted every map and every civ with a purpose.
Question: Was there one or several civilizations that you really wanted to have or at least prevent the other team from having?
Answer: We always wanted Britons for Beachfight, and Mongols for Steppe initially. Besides that we had some favourites with Byzantines on NotSocotra and Khmer for dust for example, maps where "weaker" civs had a good shout. Those also changed throughout the course of the event. After the Semi Final vs Suomi, we came to the conclusion that having Britons on Beachfight alone should pretty much guarantee a win there, so we highly prioritized them in the Final.
Follow-up of question 2): could you maybe give an example of a civ that you thought were not crucial at first and then changed your mind on it - if not Britons?
Answer: As it went on, we wanted Khmer for Notsocotra and Beachfight, the option to add Elephants into the mix is really strong, and khmer gets away with a super good food eco on both of those. Vikings on Donut to control sides from water, super strong. We really thought slinging Berbers were unbeatable on Steppe, and we still kinda do, but we changed to use Portuguse in the final for better collab with the Persian Drush to help scout for enemy deer. Franks we kinda steered away from in the final, because I kept picking franks and getting them as flank, same with spanish. Since I got flank almost every game, we picked Mayans for me to use on Arabia, and then I got pocket twice in a row
Civilization performances
Combinations of civilizations
Berbers, Franks and Incas are the only combination of three civilizations that was played a total of three times. They were always played on Arabia, won two games and lost one.
Ten combinations of two civilizations were played five times or more. The most popular combination of two civilizations was Indians and Huns, played a total of 7 times. However, they were not extremely successful, losing 5 out of these 7 games.
The most successful combinations of civilizations were the combinations used on Steppe. Chinese and Spanish played and won five games together. Chinese and Persians also played and won five games together.
Other very played combinations of two civilizations were Berbers and Incas (5 games, 2 wins, 3 loss), Burmese and Persians (5 games, 2 wins, 3 loss) or also Britons and Malay, Britons and Slavs (5 games, 4 wins, 1 loss each time).
General results
Chinese was the most played civilization of the tournament, featuring in every single one of the 19 series. Huns, Mongols, Spanish and Vikings follow with 18 games each.
Koreans – the most banned civilization of the event – was the least played civ with only 9 games. Goths, the most unpopular civ, follows with 10 games and Burmese close the bottom three with 12 games.
Celts got the award for the best winning record of the tournament with 76.9% victories (10 wins and 3 loss). Despite being quite successful on all maps – Celts have recorded wins on 5 different maps – they were only the 24th civilization in the drafting popularity ranking. Chinese got the second best winrate with 73.7% winrate (14 wins and 5 loss), but were mostly playing – and dominating – Steppe.
Goths were the least successful civilization with only 2 wins out of 10 games, followed by Byzantines (3 out of 13) and Japanese (4 out of 15).
Byzantines were often slung when they were played, making them MVP in 69% of the games they played even though they didn’t win many. With 9 MVP awards, they are among the best damage dealers of the tournament.
Imperial Age powerhouse Mongols tops the list with 11 medals, followed by Berbers, Magyars and Mayans, three of the most popular civilizations of the tournament.
Map statistics
Arabia
I consider that a team is slinging if:
Aftermath was the team who resorted the less to slinging, only using it during the final against TyRanT. See the full table about slinging statistics throughout the tournament:
MVP table
Player – MVP Medals (MVP for wins – MVP for losses, Games played)
1. TheViper – 16 (10 – 6, 25)
2. Yo – 14 (6 – 8, 26)
3. Liereyy – 11 (8 – 3, 17)
4. _TheMax_ – 10 (6 – 4, 23)
4. CL – 10 (5 – 5, 16)
6. RiuT – 9 (5 – 4, 21)
6. Vivi – 9 (5 – 4, 26)
8. Zuppi – 7 (3 – 4, 18)
8. Spaden – 7 (2 – 5, 9)
8. BacT – 7 (2 – 5, 16)
8. dogao – 7 (1 – 6, 21)
Data sharing
As promised, I have attached the excel file I used to gather most of the data and make the statistics to this message. Every tab should be fairly self-explanatory. If you don’t like Excel or would like to have the raw data into a different format that you would like to play with using your favorite data analysis software, I also made text files of the main recordings (basically, each game and each draft).
I also wrote some R code to do the civilizations combinations analysis and have attached it to this message. It should be fairly easy to use, there is nothing extremely fancy and I put comments on the way to use each of the functions. It only needs the text files I was just mentioning before. Let me know if something is not clear!
Excel file here
R script here
From a viewer point of view, I really enjoyed the whole tournament, all matches were good and all teams clearly at the best level in the game. It was an amazing event and I'm looking forward to following the next one!
Summary of the Grand Final
Going into the final
The grand final of the tournament opposed TyRanT to Aftermath. The two teams had already played each other in the Swiss Round, where Aftermath emerged a clean winner, taking all three games.
Aftermath, playing with Liereyy, Hearttt and MbL, was seeded first coming into the tournament and has looked extremely dominant. After losing their very first game to an inspired ChinaA team, aM’ won 12 consecutive games, qualifying for the Grand Final without any further loss.
Swiss Week 1: aM’ 3-1 ChinaA
Swiss Week 2: aM’ 3-0 VNA
Swiss Week 3: aM’ 3-0 TyRanT
Semifinals: aM’ 3-0 SY
Swiss Week 2: aM’ 3-0 VNA
Swiss Week 3: aM’ 3-0 TyRanT
Semifinals: aM’ 3-0 SY
TyRanT, the most decorated team in the history of the game, was coming into the tournament as the fifth seed and some concerns about their form. They opened strongly with a clean 3-0 victory against Nations Cup winners and TyRanT members from Brazil but the rest of their road to the final was a long struggle. They won three series that went to the deciding game, highlighting their strength when it comes to closing games and winning at crucial moments.
Swiss Week 1: TyRanT 3-0 LoS
Swiss Week 2: TyRanT 3-2 Suomi
Swiss Week 3: TyRanT 0-3 aM’
Swiss Week 4: TyRanT 3-2 SY
Semifinals: TyRanT 3-2 Suomi
Swiss Week 2: TyRanT 3-2 Suomi
Swiss Week 3: TyRanT 0-3 aM’
Swiss Week 4: TyRanT 3-2 SY
Semifinals: TyRanT 3-2 Suomi
The games
The first game was played on Steppe. With such high stakes, the teams were maybe a bit shaky coming into the match and the game started with a restart from TyRanT followed by a restart from Aftermath after both DauT and Hearttt lost villagers to their first elephants. On the third try, the game was played to the end. The highlight move of the early game was TaToH going for an extremely early drush with Persians, disturbing Hearttt’s and Liereyy’s deer collection in the middle. With Hearttt not making a lot of military in Feudal Age and MbL and Liereyy both going for archers, TyRanT took an early lead in the Feudal Age fights and switched to slinging TheViper to heavy cavalry. MbL was cleaned up when DauT and Viper reached the Imperial Age and the front stabilized with both teams massing up armies. A huge fight in the middle followed with the cavaliers of TheViper serving as a luxury meatshield for DauT’s massive numbers of archers and Chu Ko Nu. Despite holding for a long time with conquistadors and camel archers, Aftermath eventually couldn’t take a 2v3 fight with TaToH reaching full force and MbL being out of the game, enabling TyRanT to register their first win against Aftermath!
The players next met on Donut, a map which neither team had won before – Aftermath playing it for the very first time. The map has usually been very passive so far during the tournament, with teams content to boom in peace and fight in the Imperial Age. However Aftermath would have none of this and both flanks started very aggressively. Hearttt lamed a rhinoceros from TaToH and towered his gold. Liereyy attacked Viper with monks and siege, converting Viper’s docks just before they could produce deadly demolition ships. On the other side, TaToH defended against Hearttt’s similar monks and siege push with Vikings longboats but was surprised by MbL who cut through the middle upon reaching the Imperial Age, instantly dropping a castle in TaToH’s base. However, TyRanT quelled the first push and built up a strong counter-attack with Viper flooding Karambit warriors into Liereyy’s economy, severely crippling it. With JorDan joining the fray with elite Mamelukes all over the map, Aftermath realized they could not hold and called the game, giving TyRanT a 2-0 lead!
The next map of the series would be Arabia with DauT replacing JorDan. TyRanT used their second restart to avoid having Mayans as their pocket… to little effect since when they replayed, Viper was pocket again! However, restarting the game made Liereyy, playing with Incas, the pocket for Aftermath. TaToH lost an elephant but Hearttt was unable to find his second one, forcing Liereyy to send him goats while Viper and DauT team walled their corner of the map. Hearttt had a tough early game, losing villagers to elephants and letting DauT’s scouts in which damaged his economy. After losing the first engagements in Castle Age to TyRanT, Aftermath resorted to sling for the first time since the beginning of the event. First to the Imperial Age, Liereyy teched up to elite eagle warriors and went straight into Viper and DauT’s economies, severely harming DauT’s. The situation stabilized after Liereyy’s early Imperial Age power spike, and, once more, the teamplay of DauT and Viper enabled them to take good fights, constantly raid their opponents’ economy and set up trade, putting them within one win of taking the tournament!
The fourth game was contested on Beachfight, a map that both teams have previously had very good results on, aM’ winning all three games they had played on and TyRanT winning three out of four, only losing one to aM’. Only small engagements were taken in the Feudal Age with both teams killing less than ten units combined before reaching the Castle Age. Reaching Castle, TaToH went for the right gold corner of the map while Hearttt prepared to sling Liereyy so that he could get to the Imperial Age faster. However, TaToH slung as well so that Viper could catch up, giving only a 2-minute window to Liereyy. TyRanT went for both corners, preparing for the late game while aM’ attempted a push on TaToH but was repelled. The game stabilized with two fronts; one on TaToH’s base and the other on the left counter where Aftermath was desperately attempting to get gold. Momentum switched a couple of times, with aM’ securing the gold then losing it, Viper’s eco being raided, but MbL’s eco taking damage as well, until the elephants of DauT enabled TyRanT to push back the front, while in control of both gold corners. Eventually, TyRanT pushed on Hearttt’s eco and, not having access to any gold, Aftermath had to concede, enabling TyRanT to win Battle of Africa in an astounding fashion!
The players next met on Donut, a map which neither team had won before – Aftermath playing it for the very first time. The map has usually been very passive so far during the tournament, with teams content to boom in peace and fight in the Imperial Age. However Aftermath would have none of this and both flanks started very aggressively. Hearttt lamed a rhinoceros from TaToH and towered his gold. Liereyy attacked Viper with monks and siege, converting Viper’s docks just before they could produce deadly demolition ships. On the other side, TaToH defended against Hearttt’s similar monks and siege push with Vikings longboats but was surprised by MbL who cut through the middle upon reaching the Imperial Age, instantly dropping a castle in TaToH’s base. However, TyRanT quelled the first push and built up a strong counter-attack with Viper flooding Karambit warriors into Liereyy’s economy, severely crippling it. With JorDan joining the fray with elite Mamelukes all over the map, Aftermath realized they could not hold and called the game, giving TyRanT a 2-0 lead!
The next map of the series would be Arabia with DauT replacing JorDan. TyRanT used their second restart to avoid having Mayans as their pocket… to little effect since when they replayed, Viper was pocket again! However, restarting the game made Liereyy, playing with Incas, the pocket for Aftermath. TaToH lost an elephant but Hearttt was unable to find his second one, forcing Liereyy to send him goats while Viper and DauT team walled their corner of the map. Hearttt had a tough early game, losing villagers to elephants and letting DauT’s scouts in which damaged his economy. After losing the first engagements in Castle Age to TyRanT, Aftermath resorted to sling for the first time since the beginning of the event. First to the Imperial Age, Liereyy teched up to elite eagle warriors and went straight into Viper and DauT’s economies, severely harming DauT’s. The situation stabilized after Liereyy’s early Imperial Age power spike, and, once more, the teamplay of DauT and Viper enabled them to take good fights, constantly raid their opponents’ economy and set up trade, putting them within one win of taking the tournament!
The fourth game was contested on Beachfight, a map that both teams have previously had very good results on, aM’ winning all three games they had played on and TyRanT winning three out of four, only losing one to aM’. Only small engagements were taken in the Feudal Age with both teams killing less than ten units combined before reaching the Castle Age. Reaching Castle, TaToH went for the right gold corner of the map while Hearttt prepared to sling Liereyy so that he could get to the Imperial Age faster. However, TaToH slung as well so that Viper could catch up, giving only a 2-minute window to Liereyy. TyRanT went for both corners, preparing for the late game while aM’ attempted a push on TaToH but was repelled. The game stabilized with two fronts; one on TaToH’s base and the other on the left counter where Aftermath was desperately attempting to get gold. Momentum switched a couple of times, with aM’ securing the gold then losing it, Viper’s eco being raided, but MbL’s eco taking damage as well, until the elephants of DauT enabled TyRanT to push back the front, while in control of both gold corners. Eventually, TyRanT pushed on Hearttt’s eco and, not having access to any gold, Aftermath had to concede, enabling TyRanT to win Battle of Africa in an astounding fashion!
Civilizations drafting and picking
One of the specificities of the tournament was the drafting of fifteen different civilizations per team, constituting them a pool that they could use from for the possible five games of each series. Having to use all the possible 31 civilizations – save one – of the game forced the players to design strategies for the maps they were going to play and use civilizations that are usually not considered top tier picks on open maps like Arabia.
Drafting
The draft format enables both teams to pick civilizations, one at a time, starting with the higher seed (who also gets to ban one civilization). Burmese was the most banned civilization in the early stages of the tournament but the trend switched to Koreans being banned in the later stages of the event, ending up with 8 bans in 19 series (Burmese second with 5 bans).
I calculated the “popularity” of each civ attributing 1 to 15 points to each pick during a draft (not considering whether the team was picking first or second) for all drafts done during the tournament. With that in mind, the post popular civilizations were:
- Indians (average score 1.8) – out of 17 times they were not banned, they were picked 1st or 2nd 15 times
- Berbers (average score 2.1) – within the first 4 picks 17 out of 18 times
- Malians (average score 2.7) – always within the first 7 picks
- Mayans (average score 3.1) – always within the first 6 picks
- Magyars (average score 4.1) – always within the first 10 picks
Among the popular civilizations, Mongols is the one with the lowest standard deviation. They were the 8th most popular civilization, picked as high as number 2 and never lower than number 7. Huns were the 6th most popular civilization and the 6th most consistently picked, always being picked between 2 and 6.
The 4 least popular civilizations are also the ones with the lowest standard deviation in their scores. It means that they were the last four picked civilizations in almost every draft. Goths were the least popular civilization, picked in the 15th position every single time. They were followed by Vietnamese, Turks and Teutons.
The civilization with the highest difference between the earliest and the latest moments they were picked is Koreans, who got picked as high as number 1 and as low as number 14. Burmese follow, sometimes being picked 1st and once picked 11th.
Additional information: drafting per team
- Aftermath: always picked Aztecs, Malians and Vietnamese, tended to pick Malians and Slavs earlier than the other teams on average
- SY: always picked Magyars, often picked Slavs and Japanese, tended to pick these civilizations, Franks and Koreans earlier than the other teams
- Suomi: always picked Indians, often picked Malay, Mongols and Persians, tended to pick Celts, Malay and Teutons earlier than the other teams
- LoS: always picked Italians and Turks, often picked Khmer and Malians, tended to pick Italians and Khmer earlier than the other teams
- TyRanT: never picked the same one civ in all their drafts, max is Goths and Persians in all but one series, tended to pick Berbers, Chinese and Spanish earlier than the other teams, also the only team to have picked every single civilization at least once
- NaBs: always picked Aztecs, Berbers, Ethiopians and Franks, tended to pick these civs earlier than the other teams
- Vietnam Legend: always picked Britons, often picked Berbers, Burmese and Byzantines, tended to pick Burmese and Chinese earlier than the other teams
- ChinaA: always picked Goths and Huns, often picked Byzantines and Portuguese, always picked all these civs earlier than the other teams
Overall, civilization drafting has been fairly consistent throughout the rounds, was a couple exceptions. Koreans, for example, were drafted after the 11th pick on average in the first round, and before the 3rd pick on average on round 3, before being significantly banned afterwards.
Burmese, Incas and Aztecs are three civilizations that were picked very fast at the early stages of the tournament – Burmese started the tournament with two bans and two first picks – but then fell down in popularity.
On the opposite, Magyars and Berbers are two civilizations that, even if already picked quite early, became increasingly popular as the tournament played on. Both of these civilizations were the top picks of the last week of the swiss round, but then were again slightly less popular in the knock-out stage.
Mayans were a civilization that started high, lost a bit of its appeal during the Swiss Round but became very popular again once reaching the last 4.
TheViper’s take on civ drafting and picking
Statistics are nice, but since the number of games played is still low, it’s hard to get something that is “statistically relevant”. In order to compare statistics with how the civilizations actually play out, I asked a couple of questions to TheViper who was kind enough to give me some insight on how TyRanT felt about the civilizations and prepared for the tournament.
Question: What were your thoughts before the first game was played? Did you make a list of the civilizations that you thought would be the best suited for each map and tried to get as many of these as possible during the draft?
Answer: Initially we were picking civilizations based on overall strength of the civ, and prioritizing the strongest civs even tho they primarily weren't suited for specific maps, with some exceptions here and there. We'd prioritize Britons pretty high for example because of Beachfight from the start.
Question: As more games were played and the tournament was going on, did you change your mind on some civilizations? Like, for example, we saw Burmese were picked really high at the beginning but not performing too well and thus were picked later afterwards.
Answer: We didn't really change our minds on individual civs much, thinking just like how we view the civ overall. We did however change our priority of certain civs and view of which civs were crucial and had more impact on certain maps pretty much every week.
Question: When you were drafting, did you try to prioritize civilizations that you feel were good on several maps or civilizations that are maybe not too flexible but extremely powerful on one specific map (like Chinese on Steppe for example)?
Answer: We drafted flexible with some strategies in mind for every round until the Final. At the Final we drafted every map and every civ with a purpose.
Question: Was there one or several civilizations that you really wanted to have or at least prevent the other team from having?
Answer: We always wanted Britons for Beachfight, and Mongols for Steppe initially. Besides that we had some favourites with Byzantines on NotSocotra and Khmer for dust for example, maps where "weaker" civs had a good shout. Those also changed throughout the course of the event. After the Semi Final vs Suomi, we came to the conclusion that having Britons on Beachfight alone should pretty much guarantee a win there, so we highly prioritized them in the Final.
Follow-up of question 2): could you maybe give an example of a civ that you thought were not crucial at first and then changed your mind on it - if not Britons?
Answer: As it went on, we wanted Khmer for Notsocotra and Beachfight, the option to add Elephants into the mix is really strong, and khmer gets away with a super good food eco on both of those. Vikings on Donut to control sides from water, super strong. We really thought slinging Berbers were unbeatable on Steppe, and we still kinda do, but we changed to use Portuguse in the final for better collab with the Persian Drush to help scout for enemy deer. Franks we kinda steered away from in the final, because I kept picking franks and getting them as flank, same with spanish. Since I got flank almost every game, we picked Mayans for me to use on Arabia, and then I got pocket twice in a row
Civilization performances
Combinations of civilizations
Berbers, Franks and Incas are the only combination of three civilizations that was played a total of three times. They were always played on Arabia, won two games and lost one.
Ten combinations of two civilizations were played five times or more. The most popular combination of two civilizations was Indians and Huns, played a total of 7 times. However, they were not extremely successful, losing 5 out of these 7 games.
The most successful combinations of civilizations were the combinations used on Steppe. Chinese and Spanish played and won five games together. Chinese and Persians also played and won five games together.
Other very played combinations of two civilizations were Berbers and Incas (5 games, 2 wins, 3 loss), Burmese and Persians (5 games, 2 wins, 3 loss) or also Britons and Malay, Britons and Slavs (5 games, 4 wins, 1 loss each time).
General results
Chinese was the most played civilization of the tournament, featuring in every single one of the 19 series. Huns, Mongols, Spanish and Vikings follow with 18 games each.
Koreans – the most banned civilization of the event – was the least played civ with only 9 games. Goths, the most unpopular civ, follows with 10 games and Burmese close the bottom three with 12 games.
Celts got the award for the best winning record of the tournament with 76.9% victories (10 wins and 3 loss). Despite being quite successful on all maps – Celts have recorded wins on 5 different maps – they were only the 24th civilization in the drafting popularity ranking. Chinese got the second best winrate with 73.7% winrate (14 wins and 5 loss), but were mostly playing – and dominating – Steppe.
Goths were the least successful civilization with only 2 wins out of 10 games, followed by Byzantines (3 out of 13) and Japanese (4 out of 15).
Byzantines were often slung when they were played, making them MVP in 69% of the games they played even though they didn’t win many. With 9 MVP awards, they are among the best damage dealers of the tournament.
Imperial Age powerhouse Mongols tops the list with 11 medals, followed by Berbers, Magyars and Mayans, three of the most popular civilizations of the tournament.
Map statistics
Arabia
- Most played map with 17 games
- Second “longest” map with an average 51:39 game time
- Best team on the map was TyRanT with 5 wins out of 6 games
- Best civilization on the map was Malians with 9 wins out of 12 games
- 18 of the 31 civilizations recorded at least one win on Arabia
- 4th most played map with 10 games
- Fastest map with an average 37:46 game time
- Best team on the map was TyRanT with 4 wins out of 5 games
- Best civilization on the map was Slavs with 7 wins out of 9 games
- 14 of the 31 civilizations recorded at least one win on Beachfight
- 3rd most played map with 11 games
- Map with the longest Feudal age wars with an average 26:31 Castle age time
- Best team on the map was ChinaA with 3 wins out of 4 games
- Best civilization on the map was Franks with 3 wins out of 3 games
- 17 of the 31 civilizations recorded at least one win on Colosseum
- Least played map with 8 games
- Longest map with an average 56:17 game time
- Best team on the map was NaBs with 2 wins out of 2 games
- Best civilization on the map was Turks with 3 wins out of 3 games
- 10 of the 31 civilizations recorded at least one win on Donut
- Second least played map with 9 games
- Map with the longest Castle Age fights with an average 39:06 Imperial age time
- Best team on the map was SY with 3 wins out of 4 games
- Best civilization on the map was Magyars with 4 wins out of 4 games
- 15 of the 31 civilizations recorded at least one win on Dust
- Second least played map with 9 games
- Second fastest map with an average 39:06 game time
- Best team on the map was Suomi with 3 wins out of 3 games
- Best civilization on the map was Teutons with 3 wins out of 4 games
- 14 of the 31 civilizations recorded at least one win on NotSocotra
- Second most played map with 15 games
- Fastest early game map with an average 08:26 Feudal age time
- Best team on the map was aM’ with 4 wins out of 5 games
- Best civilization on the map was Chinese with 13 wins out of 15 games
- 17 of the 31 civilizations recorded at least one win on Steppe
I consider that a team is slinging if:
- The sling happens in Feudal Age (whether it is started as soon as the player hits the Feudal Age or goes for an increasingly popular trush into sling) or in Castle Age (for FC maps like Donut)
- The sling is substantial (i.e. at least 5000 resources slung)
- The other team was not slinging at all, slinging in the later stages of the game, or slinging considerably lower amounts of resources
Aftermath was the team who resorted the less to slinging, only using it during the final against TyRanT. See the full table about slinging statistics throughout the tournament:
MVP table
Player – MVP Medals (MVP for wins – MVP for losses, Games played)
1. TheViper – 16 (10 – 6, 25)
2. Yo – 14 (6 – 8, 26)
3. Liereyy – 11 (8 – 3, 17)
4. _TheMax_ – 10 (6 – 4, 23)
4. CL – 10 (5 – 5, 16)
6. RiuT – 9 (5 – 4, 21)
6. Vivi – 9 (5 – 4, 26)
8. Zuppi – 7 (3 – 4, 18)
8. Spaden – 7 (2 – 5, 9)
8. BacT – 7 (2 – 5, 16)
8. dogao – 7 (1 – 6, 21)
Data sharing
As promised, I have attached the excel file I used to gather most of the data and make the statistics to this message. Every tab should be fairly self-explanatory. If you don’t like Excel or would like to have the raw data into a different format that you would like to play with using your favorite data analysis software, I also made text files of the main recordings (basically, each game and each draft).
I also wrote some R code to do the civilizations combinations analysis and have attached it to this message. It should be fairly easy to use, there is nothing extremely fancy and I put comments on the way to use each of the functions. It only needs the text files I was just mentioning before. Let me know if something is not clear!
Excel file here
R script here
From a viewer point of view, I really enjoyed the whole tournament, all matches were good and all teams clearly at the best level in the game. It was an amazing event and I'm looking forward to following the next one!
Attachments
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