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503269904Analyzed
2v2 RM · 9d ago on Aug 30, 2026· 55m 49s· 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
🇮🇹 Italians · Italy
1193
+15
🇮🇹 Slavs · Italy
1193
+15
🇨🇱 Malians · Chile
1170
-15
🇨🇱 Mongols · Chile
1170
-15
Player eAPM Actions Feudal Castle Imperial Opening
49 2,710 10:22 14:58 32:49 ⛏ Fast Castle
37 2,072 10:29 16:10 35:55 ⛏ Fast Castle
30 1,663 10:07 14:18 31:10 ⛏ Fast Castle
24 1,360 9:52 17:51 44:31 ⚔ FC into Archers

Resources

Player Food Wood Gold Stone Spent Collected
35,360 20,460 14,455 3,745 74,020 80,684
24,660 14,785 14,500 3,950 57,895 69,361
19,645 20,140 5,970 3,155 48,910 53,069
15,900 13,215 9,590 1,680 40,385 45,474
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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