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503306681Analyzed
2v2 RM · 10d ago on Aug 31, 2026· 51m 52s· 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
🇺🇸 Sicilians · United States
857
+16
🇨🇴 Aztecs · Colombia
849
+16
🇺🇸 Japanese · United States
858
-16
🇺🇸 Franks · United States
858
-16
Player eAPM Actions Feudal Castle Imperial Opening
23 1,184 11:45 20:49 39:23 ⚔ Scouts FC into Archers
21 1,071 10:44 19:44 42:43 ⛏ Fast Castle
15 771 10:07 23:43 ⚔ Scout Rush
11 594 14:39 31:29 47:32 ⚔ Tower Rush

Resources

Player Food Wood Gold Stone Spent Collected
23,905 13,725 9,695 2,375 49,700 54,146
19,865 16,785 5,935 3,100 45,685 46,738
15,835 14,105 12,105 900 42,945 51,791
12,505 13,035 2,290 1,325 29,155 32,160
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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