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503258399Analyzed
2v2 RM · 10d ago on Aug 30, 2026· 54m 38s· 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
🇺🇸 Teutons · United States
1100
+18
🇺🇸 Ethiopians · United States
1100
+18
🇧🇷 Romans · Brazil
1142
-18
🇧🇷 Mongols · Brazil
1142
-18
Player eAPM Actions Feudal Castle Imperial Opening
37 2,019 10:19 22:12 46:15 ⚔ M@A into Archers
31 1,721 9:57 14:45 46:00 ⛏ Fast Castle
31 1,693 9:11 17:02 42:43 ⛏ Fast Castle
14 770 11:52 30:12 ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
23,350 19,415 17,190 2,805 62,760 69,462
11,100 17,115 12,660 2,250 43,125 45,316
13,730 17,480 6,225 1,215 38,650 48,276
9,390 10,880 3,305 1,130 24,705 24,970
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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