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503142927Analyzed
2v2 RM · 10d ago on Aug 30, 2026· 44m 29s· 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 · Sweden
1057
+14
🇸🇪 Britons · Sweden
1043
+14
🇺🇸 Persians · United States
1011
-14
🇺🇸 Koreans · United States
1009
-14
Player eAPM Actions Feudal Castle Imperial Opening
27 1,219 10:03 17:35 ⛏ Fast Castle
25 1,120 10:43 15:37 41:48 ⛏ Fast Castle
23 1,039 10:26 23:02 40:16 ⚔ Archer Rush
20 898 9:53 20:04 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
14,185 9,710 6,985 755 31,635 35,998
13,695 7,061 7,385 1,235 29,376 31,081
8,475 9,625 6,735 200 25,035 28,670
4,450 5,915 570 725 11,660 11,614
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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