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503200590Analyzed
2v2 RM · 9d ago on Aug 30, 2026· 43m 21s· 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
🇨🇦 Bengalis · Canada
1234
+12
🇨🇴 Chinese · Colombia
1206
+13
🇹🇷 Byzantines · Türkiye
1161
-13
🇧🇷 Franks · Brazil
1124
-12
Player eAPM Actions Feudal Castle Imperial Opening
42 1,809 11:49 16:58 39:38 ⛏ Fast Castle
39 1,693 10:42 14:39 42:25 ⛏ Fast Castle
32 1,389 10:22 14:32 ⛏ Fast Castle
27 1,150 10:21 14:24 28:08 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
24,180 20,270 8,595 1,640 54,685 58,490
12,365 12,890 6,885 1,765 33,905 35,347
15,130 8,439 8,220 1,670 33,459 35,846
15,310 14,470 1,390 850 32,020 33,459
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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