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503261826Analyzed
2v2 RM · 10d ago on Aug 30, 2026· 89m 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
🇺🇸 Japanese · United States
1291
+13
🇵🇰 Koreans · Pakistan
1278
+14
🇵🇦 Vietnamese · Panama
1224
-13
🇵🇦 Ethiopians · Panama
1224
-13
Player eAPM Actions Feudal Castle Imperial Opening
59 5,283 8:42 24:19 44:18 ⚔ Towers into Archers
56 4,982 9:58 17:49 38:58 ⚔ Drush into Skirms
54 4,849 9:59 21:08 31:33 ⚔ Archer Rush
47 4,233 9:17 18:09 46:11 ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
50,975 44,289 21,695 7,520 124,479 137,605
23,470 65,878 24,130 5,065 118,543 154,537
35,215 48,178 19,250 1,285 103,928 107,174
15,710 29,619 13,620 2,800 61,749 68,467
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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