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503475252Analyzed
2v2 RM · 9d ago on Aug 31, 2026· 81m 53s· 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
🇹🇷 Vikings · Türkiye
857
+20
🇩🇰 Japanese · Denmark
804
+22
🇺🇸 Goths · United States
936
-21
🇺🇸 Vietnamese · United States
934
-21
Player eAPM Actions Feudal Castle Imperial Opening
44 3,605 10:24 19:49 36:21 ⚔ Scout Rush
34 2,749 9:52 20:24 40:15 ⛏ Fast Castle
30 2,416 10:27 14:56 37:44 ⛏ Fast Castle
22 1,771 13:25 20:46 35:32 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
50,500 42,140 24,220 6,110 122,970 129,713
47,315 41,630 22,930 2,460 114,335 115,534
59,180 24,495 20,645 6,940 111,260 127,084
28,015 17,315 7,600 3,200 56,130 63,825
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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