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503179321Analyzed
2v2 RM · 10d ago on Aug 30, 2026· 47m 20s· 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
🇳🇱 Armenians · Netherlands
1165
+12
🇺🇸 Chinese · United States
1123
+14
🇩🇪 Magyars · Germany
1096
-14
🇩🇪 Teutons · Germany
1056
-12
Player eAPM Actions Feudal Castle Imperial Opening
35 1,636 9:44 21:29 43:19 ⚔ M@A into Archers
26 1,217 10:19 16:42 38:52 ⛏ Fast Castle
24 1,151 9:38 21:43 38:44
15 704 11:15 16:21 35:17 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
17,360 14,830 7,315 2,195 41,700 45,888
14,540 15,285 6,735 2,475 39,035 45,701
14,495 13,400 9,430 1,575 38,900 46,976
10,040 6,915 2,390 1,100 20,445 20,781
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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