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503504198Analyzed
2v2 RM · 2mo ago on Sep 1, 2026· 67m 20s· 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
1212
+14
🇨🇱 Khitans · Chile
1210
+14
vs
🇺🇸 Romans · United States
1191
-15
🇲🇦 Ethiopians · Morocco
1127
-12
Player eAPM Actions Feudal Castle Imperial Opening
45 3,054 10:03 24:50 45:52 ⚔ M@A into Archers
43 2,889 12:05 31:11 51:56 ⚔ Drush into Scouts into Skirms
21 1,411 12:10 17:01 41:27 ⛏ Fast Castle
19 1,253 9:56 18:48 38:06 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
49,135 23,668 9,705 3,755 86,263 92,229
15,600 32,670 18,950 3,950 71,170 77,216
29,785 20,869 11,520 2,495 64,669 66,176
23,065 16,020 18,335 3,635 61,055 88,801
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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