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503198042Analyzed
2v2 RM · 9d ago on Aug 30, 2026· 101m 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
🇹🇷 Ethiopians · Türkiye
774
+14
🇹🇷 Turks · Türkiye
774
+14
🇪🇸 Lithuanians · Spain
740
-14
🇪🇸 Britons · Spain
733
-14
Player eAPM Actions Feudal Castle Imperial Opening
23 2,305 13:50 25:27 44:13 ⚔ Archer Rush
23 2,341 13:09 17:48 30:43 ⛏ Fast Castle
18 1,813 13:40 23:27 37:09 ⚔ Skirmisher Rush
11 1,135 15:48 28:41 41:00 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
57,840 53,436 28,960 8,525 148,761 173,260
46,785 18,920 28,315 4,200 98,220 103,359
17,185 24,045 20,745 4,300 66,275 69,007
10,025 12,565 9,180 3,560 35,330 37,769
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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