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503149365Analyzed
2v2 RM · 5d ago on Aug 30, 2026· 46m 24s· 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
🇹🇷 Celts · Türkiye
938
+18
🇳🇴 Burgundians · Norway
905
+20
🇨🇳 Georgians · China
995
-19
🇨🇳 Poles · China
985
-19
Player eAPM Actions Feudal Castle Imperial Opening
28 1,285 10:45 19:24 38:43 ⛏ Fast Castle
[**]XIANYU Poles
20 936 10:19 17:34 41:30 ⛏ Fast Castle
vwusxa7 Celts
19 902 11:22 15:47 40:27 ⛏ Fast Castle
aliø Burgundians
12 535 11:46 17:27 34:51 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
29,280 11,305 10,570 2,250 53,405 59,358
20,430 7,505 13,245 2,170 43,350 47,770
13,390 20,140 3,030 5,100 41,660 48,181
17,810 8,940 9,585 1,100 37,435 45,555
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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