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503516040Analyzed
2v2 RM · 8d ago on Sep 1, 2026· 60m 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
🇺🇸 Shu · United States
898
+17
🇺🇸 Spanish · United States
871
+19
🇨🇱 Khmer · Chile
931
-18
🇨🇱 Britons · Chile
922
-18
Player eAPM Actions Feudal Castle Imperial Opening
39 2,347 12:06 20:44 38:39 ⚔ Scout Rush
36 2,171 10:54 17:20 41:09 ⛏ Fast Castle
20 1,187 11:04 15:45 39:23 ⛏ Fast Castle
17 1,047 9:36 21:28 35:10

Resources

Player Food Wood Gold Stone Spent Collected
25,575 17,125 19,380 4,535 66,615 90,253
26,530 15,218 6,350 1,995 50,093 51,409
11,615 13,610 12,710 1,715 39,650 43,624
13,915 11,480 6,425 1,735 33,555 38,792
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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