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Team Islands

503199334Analyzed
2v2 RM · 4d ago on Aug 30, 2026· 46m 14s· 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
🇲🇽 Chinese · Mexico
1020
+18
🇨🇳 Mongols · China
1015
+35
🇲🇽 Koreans · Mexico
1081
-19
🇲🇽 Malay · Mexico
1043
-17
Player eAPM Actions Feudal Castle Imperial Opening
25 1,140 10:37 19:09 33:11 ⛏ Fish Boom FC
23 1,067 11:12 15:19 31:11 ⛏ Fast Castle
George 32533 Koreans
21 971 11:54 16:45 34:32 ⛏ Fish Boom FC
Rola23 Malay
17 804 10:35 17:31 35:24 ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
11,525 35,635 15,250 1,500 63,910 75,404
20,595 20,310 13,460 3,550 57,915 75,949
11,700 28,285 10,830 200 51,015 66,291
16,095 21,575 8,350 950 46,970 63,970
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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