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QS Arena

503294836Analyzed
2v2 RM · 8d ago on Aug 31, 2026· 34m 55s· 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 · Saudi Arabia
960
+14
🇸🇦 Mongols · Saudi Arabia
947
+14
🇧🇷 Byzantines · Brazil
930
-15
🇧🇷 Wei · Brazil
896
-13
Player eAPM Actions Feudal Castle Imperial Opening
54 1,894 9:54 14:20 ⛏ Fast Castle
33 1,136 9:34 19:37 25:29 ◆ FC into Fast Imp
18 620 8:37 13:05 27:03 ⛏ Fast Castle
16 562 9:00 14:34 27:15 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
13,535 12,235 4,795 950 31,515 36,583
10,875 13,450 4,100 1,600 30,025 33,735
13,930 7,135 5,835 1,680 28,580 32,758
5,675 7,935 4,660 650 18,920 19,019
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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