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503232641Analyzed
2v2 RM · 5d ago on Aug 30, 2026· 75m 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
🇩🇪 Maya · Germany
1069
+13
🇩🇪 Goths · Germany
1069
+13
🇺🇸 Berbers · United States
1031
-14
🇦🇷 Bengalis · Argentina
989
-12
Player eAPM Actions Feudal Castle Imperial Opening
007 Berbers
48 3,651 9:32 21:43 41:41 ⚔ Archers into Skirms
K4rstein Maya
28 2,094 10:52 16:23 40:23 ⚔ Archer Rush
chris3er Goths
27 2,032 10:15 19:33 37:06
prieto_matias Bengalis
25 1,912 9:06 23:53 43:03 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
58,180 41,345 18,830 2,810 121,165 122,445
49,080 33,899 23,180 3,650 109,809 124,178
40,515 30,323 15,765 6,480 93,083 105,872
32,870 30,245 17,885 3,710 84,710 92,877
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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