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503299622Analyzed
2v2 RM · 8d ago on Aug 31, 2026· 61m 7s· 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
🇦🇷 Franks · Argentina
759
+13
🇦🇷 Sicilians · Argentina
720
+15
🇨🇱 Cumans · Chile
692
-14
🇨🇱 Khmer · Chile
692
-14
Player eAPM Actions Feudal Castle Imperial Opening
24 1,464 9:51 17:26 45:20 ⛏ Fast Castle
22 1,337 10:44 14:31 40:49 ⛏ Fast Castle
16 991 9:35 20:07 38:28 ⛏ Fast Castle
13 806 13:09 28:54 44:28 ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
16,265 16,567 8,100 4,775 45,707 48,105
19,630 15,506 7,250 1,725 44,111 47,465
19,305 6,835 12,065 3,120 41,325 42,545
10,725 8,730 5,525 2,350 27,330 30,894
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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