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503348451Analyzed
2v2 RM · 9d ago on Aug 31, 2026· 74m 36s· 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
🇸🇬 Spanish · Singapore
1009
+13
🇯🇵 Khmer · Japan
960
+15
🇬🇪 Franks · Georgia
952
-15
🇿🇦 Ethiopians · South Africa
912
-13
Player eAPM Actions Feudal Castle Imperial Opening
32 2,381 11:50 16:44 44:13 ⛏ Fast Castle
26 1,905 10:22 17:12 40:11 ⛏ Fast Castle
22 1,639 10:47 14:59 37:59 ⛏ Fast Castle
14 1,072 10:48 15:23 48:34 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
28,995 20,185 19,910 2,900 71,990 80,362
23,015 18,870 4,635 3,450 49,970 53,248
27,715 8,875 10,990 2,150 49,730 57,080
15,640 15,060 7,755 4,100 42,555 48,692
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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