Wins, losses and streaks determine the visible military result rank. Replay benchmark tiers never overwrite it.
AOE2TEAMNine performance tiers, measured separately by metric.
AOE2TEAM result rank and the TeamEdge replay benchmark are separate systems. The table shows how individual replay metrics compare with real Team RM performance tiers; it does not assign those result ranks to the sampled players.
Observed p25, median and p75 values remain unchanged in the calibration data. Public progression targets are stored separately and fitted only where a monotonic progression is meaningful. First-attack timing is contextual and is not graded as ‘earlier is always better’. Small calibration runs, including the CI mechanics sample, remain explicitly preliminary rather than being presented as a population norm.
| Replay benchmark tier | Commands / min | Army spend / min | Units / min | Castle target† | Tech / min | Sample |
|---|---|---|---|---|---|---|
| Frontier Guard | 40.4 | 189 | 1.55 | 20:23 | 0.32 | 3 replays · 3 players · preliminary |
| Field Soldier | 40.4 | 208 | 1.68 | 15:50 | 0.47 | 3 replays · 3 players · preliminary |
| Imperial Guard | 40.4 | 318 | 2.60 | 15:50 | 0.50 | 3 replays · 3 players · preliminary |
| Centurion | 40.4 | 318 | 2.60 | 15:50 | 0.50 | 3 replays · 3 players · preliminary |
| Tribune | 40.4 | 318 | 2.60 | 15:50 | 0.50 | 3 replays · 3 players · preliminary |
| Commander | 52.8 | 318 | 2.60 | 14:23 | 0.50 | 3 replays · 3 players · preliminary |
| Strategist | 52.8 | 318 | 2.60 | 13:17 | 0.56 | 3 replays · 3 players · preliminary |
| High General | 52.8 | 318 | 2.60 | 13:17 | 0.56 | 3 replays · 3 players · preliminary |
| Emperor | 54.6 | 318 | 2.60 | 13:17 | 0.56 | 3 replays · 3 players · preliminary |
How to read this
Recorded medians and percentile bands are not rewritten to make the tiers look cleaner. Fitted progression targets are kept separately.
Each metric has its own equivalent tier, next target and gap. TeamEdge does not average them back into a hidden 0–100 performance score.
Castle timing depends on strategy. First-attack timing is interpreted with combat context rather than treated as a universal race.
† Castle Age timing depends on strategy; read it with the match context rather than as a universal rule.