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503512169Analyzed
2v2 RM · 9d ago on Sep 1, 2026· 49m 44s· 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
🇧🇷 Britons · Brazil
1233
+15
🇧🇷 Byzantines · Brazil
1203
+17
🇧🇷 Cumans · Brazil
1222
-16
🇺🇾 Armenians · Uruguay
1209
-16
Player eAPM Actions Feudal Castle Imperial Opening
51 2,540 9:23 25:06 38:48 ⚔ Archer Rush
50 2,481 9:38 26:23 ⛏ Fast Castle
34 1,695 9:47 47:50
21 1,061 11:29 15:44 45:15 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
17,540 19,264 7,980 300 45,084 53,475
11,050 13,865 10,780 2,475 38,170 46,234
14,920 9,185 4,950 2,800 31,855 32,755
8,745 10,053 1,055 270 20,123 20,809
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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