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503433710Analyzed
2v2 RM · 9d ago on Aug 31, 2026· 51m 57s· 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
🇨🇱 Celts · Chile
1111
+15
🇨🇦 Vietnamese · Canada
1065
+18
🇸🇪 Mongols · Sweden
1099
-17
🇸🇪 Italians · Sweden
1098
-16
Player eAPM Actions Feudal Castle Imperial Opening
44 2,290 11:40 16:32 35:31 ⛏ Fast Castle
32 1,667 9:19 18:23 47:29 ⛏ Fast Castle
29 1,490 10:13 18:45 27:47 ⛏ Fast Castle
19 980 10:45 20:46 35:39 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
44,945 29,615 18,700 2,015 95,275 102,081
22,220 20,050 12,585 2,150 57,005 76,926
21,350 20,875 10,160 2,600 54,985 71,378
11,460 18,270 10,065 2,590 42,385 47,549
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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