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503292958Analyzed
2v2 RM · 4d ago on Aug 31, 2026· 50m 41s· 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
🇹🇷 Turks · Türkiye
599
+9
🇵🇪 Burmese · Peru
572
+10
🇺🇸 Japanese · United States
436
-10
🇺🇸 Vietnamese · United States
422
-9
Player eAPM Actions Feudal Castle Imperial Opening
musoq Burmese
21 1,068 10:43 20:11 35:51 ⛏ Fast Castle
Quintus Vietnamese
18 903 13:03 26:40 39:51 ⚔ Archers into Skirms
CommittedTwo_1 Japanese
17 880 15:07 24:52 40:30 ⚔ Skirmisher Rush
Samtdgn71 Turks
15 783 11:11 21:07 34:12 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
25,030 25,305 8,005 1,000 59,340 69,801
16,680 8,040 9,690 2,050 36,460 48,729
15,050 14,343 5,420 1,145 35,958 40,348
14,135 13,705 4,075 2,490 34,405 37,421
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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