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502906344Analyzed
2v2 RM · 2mo ago on Aug 29, 2026· 42m 4s· 4 players
Game mode
Random Map
Map size
Medium (4 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇬🇧 Khmer · United Kingdom
1248
+15
🇬🇧 Maya · United Kingdom
1222
+17
vs
🇮🇹 Jurchens · Italy
1263
-17
🇮🇹 Muisca · Italy
1207
-15
Player eAPM Actions Feudal Castle Imperial Opening
55 2,319 10:33 14:01 — ⛏ Fast Castle
32 1,332 10:08 13:45 38:14 ⛏ Fast Castle
29 1,229 10:32 15:37 — ⛏ Fast Castle
25 1,046 8:59 20:23 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
8,330 14,070 11,060 2,050 35,510 38,192
14,020 8,445 5,370 2,495 30,330 33,289
13,935 5,535 4,935 1,615 26,020 28,027
8,420 6,165 2,510 3,580 20,675 21,873
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number.Age times are when the player reached the age (hover for the click that started it).Openings are inferred from early production and building placement, and are omitted when unclear.The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled.Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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