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503124837Analyzed
2v2 RM · 11d ago on Aug 30, 2026· 62m 26s· 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
🇫🇷 Mongols · France
1060
+15
🇫🇷 Britons · France
1060
+15
🇬🇧 Huns · United Kingdom
1070
-16
🇮🇹 Mongols · Italy
1007
-14
Player eAPM Actions Feudal Castle Imperial Opening
39 2,447 10:52 16:22 33:29 ⚔ FC into Archers
38 2,391 10:41 19:50 49:19 ⚔ Scouts into Skirms
31 1,950 10:20 18:30 40:29 ⛏ Fast Castle
27 1,695 8:09 19:39 46:03 ⚔ Scouts into Archers

Resources

Player Food Wood Gold Stone Spent Collected
29,935 17,879 14,460 3,000 65,274 78,448
19,330 21,180 16,455 4,420 61,385 67,078
17,340 23,221 14,535 5,660 60,756 72,773
23,545 12,340 10,895 1,770 48,550 64,899
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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