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503127944Analyzed
2v2 RM · 11d ago on Aug 30, 2026· 51m 35s· 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 · Germany
1055
+15
🇫🇷 Burgundians · France
1038
+15
🇮🇳 Maya · India
1076
-31
🇮🇳 Armenians · India
971
-13
Player eAPM Actions Feudal Castle Imperial Opening
33 1,721 9:31 25:14 44:09 ⚔ Archer Rush
29 1,489 11:47 29:57 44:58 ⚔ Skirmisher Rush
25 1,299 9:57 25:16 50:04
24 1,229 9:42 15:34 44:34 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
17,995 12,830 11,130 3,255 45,210 52,184
21,210 12,455 6,900 1,500 42,065 47,454
15,945 8,425 5,635 2,150 32,155 36,651
11,385 8,553 7,640 1,270 28,848 32,867
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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