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503509648Analyzed
2v2 RM · 2mo ago on Sep 1, 2026· 58m 45s· 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
🇦🇷 Japanese · Argentina
959
+15
🇦🇷 Chinese · Argentina
959
+15
vs
🇨🇱 Spanish · Chile
946
-15
🇨🇱 Britons · Chile
937
-15
Player eAPM Actions Feudal Castle Imperial Opening
28 1,656 9:42 22:20 41:01 ⚔ Archer Rush
28 1,669 11:24 21:02 41:41 ⚔ Skirms into Archers
27 1,577 13:00 26:57 — ⚔ Archers into Skirms
22 1,296 10:33 27:51 51:10 ⚔ M@A into Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
17,780 12,275 9,230 3,000 42,285 45,599
14,300 14,550 7,280 1,400 37,530 47,012
12,110 15,730 5,045 4,000 36,885 46,053
8,465 9,282 2,530 2,605 22,882 25,921
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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