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503312248Analyzed
2v2 RM · 10d ago on Aug 31, 2026· 107m 3s· 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
🇺🇸 Slavs · United States
885
+14
🇺🇸 Persians · United States
818
+17
🇺🇸 Japanese · United States
842
-16
🇺🇸 Franks · United States
842
-16
Player eAPM Actions Feudal Castle Imperial Opening
28 2,971 10:40 17:29 31:58 ⛏ Fast Castle
28 3,037 11:50 19:43 34:24 ⚔ Skirmisher Rush
27 2,869 12:46 18:49 34:09 ⛏ Fast Castle
19 2,038 11:27 17:59 35:27 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
88,365 90,565 47,910 7,450 234,290 271,135
77,350 56,325 28,505 5,245 167,425 174,499
60,780 47,354 35,795 3,640 147,569 190,893
52,795 35,610 24,130 7,425 119,960 121,717
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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