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503444551Analyzed
2v2 RM · 3d ago on Aug 31, 2026· 53m 35s· 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
🇩🇪 Chinese · Germany
913
+17
🇩🇪 Franks · Germany
913
+17
🇫🇷 Inca · France
941
-17
🇫🇷 Mongols · France
938
-17
Player eAPM Actions Feudal Castle Imperial Opening
lekermit Chinese
19 1,025 10:00 19:20 40:50 ⚔ FC into Archers
BörsenBernd Franks
19 1,003 11:02 17:57 47:54 ⛏ Fast Castle
PorsbasT Inca
19 1,001 10:34 22:50 51:31 ⚔ Archer Rush
Sellou 18 Mongols
19 1,005 9:10 23:47 47:26 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
12,720 20,940 19,385 1,065 54,110 57,447
20,690 10,965 7,130 1,510 40,295 43,669
16,680 10,185 7,780 3,250 37,895 42,101
8,635 10,970 4,765 2,150 26,520 27,509
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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