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503495209Analyzed
2v2 RM · 9d ago on Aug 31, 2026· 64m 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
🇪🇸 Magyars · Spain
825
+19
🇵🇪 Gurjaras · Peru
814
+19
🇺🇸 Cumans · United States
926
-21
🇨🇴 Vikings · Colombia
852
-18
Player eAPM Actions Feudal Castle Imperial Opening
35 2,302 10:19 24:13 54:03
20 1,309 11:31 20:38 41:00 ⛏ Fast Castle
18 1,170 11:44 27:32 ⚔ M@A into Archers
11 687 8:01 19:13 58:07 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
22,530 16,820 19,110 3,600 62,060 78,412
23,230 22,485 14,860 1,050 61,625 63,146
18,405 16,020 11,325 1,850 47,600 66,879
11,575 15,005 5,330 1,050 32,960 38,353
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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