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BR Fall of Rome

503031517Analyzed
1v1v1v1v1v1v1v1 RM · 11d ago on Aug 30, 2026· 14m 33s· 8 players
Game mode
Random Map
Map size
Tiny (2 player)
Population
200
Speed
Fast
Resources
Level 5
Victory
Standard
Starting age
Dark Age
Ending age
Dark Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats

Team 10

Victory
🇧🇷 Goths · Brazil
1189
+25

Team 11

Victory
🇦🇺 Malay · Australia
1262
+22

Team 12

Victory
🇮🇹 Huns · Italy
1278
+22

Team 13

Victory
🇦🇺 Koreans · Australia
1156
+26

Team 6

Defeat
🇸🇦 Portuguese · Saudi Arabia
1404
-24

Team 7

Defeat
🇲🇽 Sicilians · Mexico
1278
-19

Team 8

Defeat
🇸🇦 Tupi · Saudi Arabia
1526
-27

Team 9

Defeat
1415
-24
Player eAPM Actions Feudal Castle Imperial Opening
46 675
42 618 ⚔ Drush
27 391
21 303
19 281
18 260
10 148
8 113

Resources

Player Food Wood Gold Stone Spent Collected
3,700 2,750 1,965 50 8,465
2,660 650 2,650 0 5,960
0 2,450 0 0 2,450
0 210 0 125 335
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
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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