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503486549Analyzed
2v2 RM · 9d ago on Aug 31, 2026· 46m 49s· 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
🇺🇸 Slavs · United States
781
+19
🇺🇸 Bohemians · United States
781
+19
🇺🇾 Armenians · Uruguay
838
-19
🇺🇾 Muisca · Uruguay
838
-19
Player eAPM Actions Feudal Castle Imperial Opening
44 2,047 10:42 23:56 43:01 ⚔ M@A Rush
39 1,846 9:23 22:51 37:14 ⚔ Skirmisher Rush
35 1,644 9:39 18:34 32:44 ⛏ Fast Castle
20 943 9:33 21:20 44:38 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
22,320 9,823 9,945 950 43,038 55,336
13,075 7,978 5,050 950 27,053 32,933
12,345 9,280 3,690 1,525 26,840 31,681
9,245 8,430 6,190 1,525 25,390 27,456
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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