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Team Islands

503195288Analyzed
2v2 RM · 4d ago on Aug 30, 2026· 46m 57s· 4 players
Game mode
Random Map
Map size
185×185
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
🇧🇪 Khmer · Belgium
915
+15
🇧🇪 Vietnamese · Belgium
881
+16
🇮🇳 Sicilians · India
910
-17
🇵🇱 Ethiopians · Poland
872
-15
Player eAPM Actions Feudal Castle Imperial Opening
° Sicilians
35 1,636 11:33 28:15 37:56 ⚔ Fish Boom into Towers FC
✪ GiBiG Vietnamese
25 1,192 10:27 20:56 44:48 ⛏ Fish Boom FC
santrex.be Khmer
21 973 14:14 19:51 41:48 ⛏ Fish Boom into Fire Galleys FC
szymi1990rbk Ethiopians
7 314 10:24 21:00 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
17,645 11,725 7,785 2,250 39,405 41,686
16,620 13,226 6,065 2,725 38,636 40,759
10,650 12,465 6,105 3,060 32,280 37,737
7,025 4,590 1,670 1,400 14,685 16,707
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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