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503141718Analyzed
2v2 RM · 9d ago on Aug 30, 2026· 48m 37s· 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
🇹🇼 Poles · Taiwan
1070
+13
🇹🇼 Koreans · Taiwan
1041
+14
🇨🇳 Cumans · China
1009
-14
🇨🇳 Poles · China
998
-13
Player eAPM Actions Feudal Castle Imperial Opening
44 2,138 9:14 22:50 36:46 ⚔ Towers into Archers
37 1,793 10:06 14:24 32:34 ⛏ Fast Castle
30 1,478 11:22 30:50 39:07 ⚔ M@A into Skirms
25 1,220 10:24 17:39 34:07 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
25,990 31,150 9,465 2,990 69,595 72,451
28,685 16,059 22,535 1,775 69,054 71,917
23,480 11,765 18,950 1,570 55,765 60,287
11,820 6,461 3,200 850 22,331 23,553
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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