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503248950Analyzed
2v2 RM · 8d ago on Aug 30, 2026· 41m 22s· 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
🇲🇽 Sicilians · Mexico
1277
+11
🇦🇷 Maya · Argentina
1216
+14
🇧🇷 Persians · Brazil
1200
-14
🇨🇴 Celts · Colombia
1145
-11
Player eAPM Actions Feudal Castle Imperial Opening
58 2,405 9:28 22:51 ⚔ Archer Rush
51 2,097 9:40 16:44 36:58 ⛏ Fast Castle
29 1,204 11:35 20:02 40:15 ⚔ Archer Rush
18 762 10:07 19:53 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
18,285 11,825 9,145 1,740 40,995 45,691
13,170 13,845 5,430 2,680 35,125 38,758
10,860 9,845 4,205 1,250 26,160 28,446
7,855 10,058 7,080 755 25,748 29,289
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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