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503251308Analyzed
2v2 RM · 10d ago on Aug 30, 2026· 63m 51s· 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
🇦🇷 Burgundians · Argentina
989
+17
🇨🇱 Aztecs · Chile
978
+17
🇦🇷 Koreans · Argentina
1022
-18
🇦🇹 Tatars · Austria
988
-16
Player eAPM Actions Feudal Castle Imperial Opening
38 2,421 12:21 16:36 34:17 ⛏ Fast Castle
33 2,091 10:01 16:56 38:57 ⛏ Fast Castle
21 1,344 10:42 17:01 50:44 ⛏ Fast Castle
17 1,113 12:48 23:06 41:26 ⚔ M@A FC into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
28,970 23,445 13,770 2,880 69,065 77,439
22,990 19,285 8,640 2,405 53,320 61,334
20,335 23,719 5,015 2,050 51,119 52,250
20,030 10,410 15,345 2,150 47,935 55,867
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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