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QS Arena

503442055Analyzed
2v2 RM · 4d ago on Aug 31, 2026· 81m 44s· 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
🇩🇪 Khmer · Germany
1147
+9
🇩🇪 Franks · Germany
717
+80
🇲🇽 Byzantines · Mexico
985
-18
🇮🇹 Turks · Italy
958
-17
Player eAPM Actions Feudal Castle Imperial Opening
49 3,970 7:57 16:33 31:04 ⛏ Fast Castle
Rexlity.- Khmer
30 2,431 8:28 11:33 30:06 ⛏ Fast Castle
Marci Franks
21 1,676 8:42 15:35 ⛏ Fast Castle
dse_dll Byzantines
18 1,506 7:54 12:36 27:13 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
51,160 46,195 23,055 3,360 123,770 150,824
39,250 24,885 29,760 3,160 97,055 113,306
24,500 23,330 19,415 5,195 72,440 73,608
22,020 20,935 2,480 855 46,290 51,499
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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