Early pressure
How strongly the replay shows the player or team creating meaningful pressure early. It is a tendency signal, not a claim that early aggression is always correct.
AOE2TEAM Style Radar turns replay-backed evidence into a readable six-axis profile: early pressure, economic damage, economic development, military activity, initiative and adaptation. It can analyze the selected player or the team, and it can describe one selected game or a recurring pattern across up to five recent analyzable replays.
The percentages are not a skill score, hidden Elo or a permanent personality label. They describe how available replay evidence is distributed across six tendencies. The goal is to make a complicated match easier to question: which part of the style was strongest, what changed, and which replay should be opened next?
Analyze an AoE2 player · Player stats · Team analysis · Replay analysis · Unit counters · Improvement guide
How strongly the replay shows the player or team creating meaningful pressure early. It is a tendency signal, not a claim that early aggression is always correct.
How much the available replay evidence supports pressure that reaches the opponent's economy. It separates measurable economic impact from activity without the same consequence.
How strongly the replay reflects investment in growth and development. It describes the shape of the plan without inventing an exact current food, wood or gold stockpile.
How much sustained military activity appears in replay-derived signals. Read it with production, age progression and the opposing composition rather than as a standalone skill score.
How often the player or team appears to create the next problem for the opponent rather than only responding. Initiative matters when it connects to real pressure windows and production.
How strongly the match shows a response when the situation changes: an opposing unit line, a new age, a pressure window or another strategic demand.
Changing scope does not change what the axes mean. Player and Team views use the same six concepts. Changing the sample answers a different question: one game explains the selected replay; five games look for repetition. This makes the result detailed enough to compare but simple enough to read without a statistics manual.
Use Player scope for the selected player's own tendencies. The six axes stay identical, so one-game and five-game results remain directly comparable.
Use Team scope when the question is collective: pressure, development, military activity, initiative and adaptation across the allied side.
Use one game for the selected match. The percentages describe that replay; a single map, role or matchup should not become a permanent identity.
Use up to five recent analyzable replays to look for repetition. Then open the individual matches to verify which decisions created the repeated signal.
A high Early pressure value should make you ask what produced the early threat and whether it achieved something useful. A lower Adaptation value should make you inspect the moment the opponent changed composition or tempo. Economic development and economic damage should be read with events and production that support them rather than converted into imaginary resource balances.
A replay is not a complete live telemetry stream. AOE2TEAM deliberately avoids presenting exact current food, wood, gold, surviving army or other unavailable state as fact. Style Radar remains useful by summarizing measurable tendencies while detailed match analysis keeps the underlying evidence visible.
If a team shows strong military activity but weak adaptation, inspect the recorded unit-counter analysis: did the opposing side produce a direct counter, and did your team add a real response? If development is strong but pressure arrives late, compare age timings and military-production investment in the team analysis.
AOE2TEAM's counter view is based on units actually recorded in the replay. It keeps every recorded unit type visible, identifies direct counters that the opposing side really produced, and states when no recorded direct counter exists. That is more useful than a generic theoretical counter table disconnected from the match.
A balanced radar is not automatically better, and a sharp radar is not automatically worse. Strategy, civilization, map and team role can justify specialization. Use the result to identify one question that matters for the next game, then verify it with the replay and TeamEdge rather than trying to raise every percentage.
For example, a player may intentionally invest less in early pressure while the team prepares a stronger Castle Age window. The useful review is whether that plan created the intended advantage, whether allied composition covered its risks and whether the response to enemy counters arrived on time. Style is therefore connected to player stats, replay evidence, team-economy signals and unit counters instead of replacing them.