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503132946Analyzed
2v2 RM · 10d ago on Aug 30, 2026· 52m 32s· 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
🇨🇳 Teutons · China
1316
+14
🇨🇳 Spanish · China
1311
+15
🇨🇳 Goths · China
1294
-15
🇨🇿 Khmer · Czechia
1268
-14
Player eAPM Actions Feudal Castle Imperial Opening
45 2,387 13:06 18:54 37:49 ⚔ FC into Scouts
42 2,220 9:04 21:44 35:22 ⚔ Scouts into Skirms
39 2,039 9:06 14:49 39:28 ⛏ Fast Castle
34 1,762 10:12 15:22 29:08 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
38,120 26,796 13,460 3,450 81,826 87,384
28,980 19,265 9,335 5,800 63,380 72,005
23,720 11,235 11,825 2,800 49,580 52,485
20,310 14,465 12,450 750 47,975 50,556
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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