Amazon Tunnel
503033238Analyzed1v1 DM
·
11d ago on Aug 30, 2026·
19m 6s·
2 players
Game mode
Death Match
Map size
Medium (4 player)
Population
500
Speed
Fast
Resources
Level 5
Victory
Conquest
Starting age
Post-Imperial Age
Ending age
Imperial Age
Treaty
5 min
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
Replay analysis
| Player | eAPM | Actions | Feudal | Castle | Imperial | Opening |
|---|---|---|---|---|---|---|
| 73 | 1,397 | — | — | — | ||
| 22 | 414 | — | — | — |
Resources
| Player | Food | Wood | Gold | Stone | Spent | Collected |
|---|---|---|---|---|---|---|
| 11,690 | 39,560 | 17,915 | 24,050 | 93,215 | — | |
| 4,300 | 5,825 | 1,000 | 13,100 | 24,225 | — |
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.