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503526050Analyzed
2v2 RM · 8d ago on Sep 1, 2026· 42m 57s· 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
🇨🇱 Khmer · Chile
946
+17
🇧🇷 Armenians · Brazil
939
+17
🇨🇱 Byzantines · Chile
1041
-20
🇨🇱 Khmer · Chile
876
-13
Player eAPM Actions Feudal Castle Imperial Opening
34 1,470 10:47 14:48 35:15 ⛏ Fast Castle
26 1,112 11:02 15:31 ⛏ Fast Castle
26 1,109 10:02 18:19 42:27 ⛏ Fast Castle
9 371 10:09 19:52 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
18,355 13,660 8,910 3,235 44,160 48,074
12,670 12,715 6,905 1,405 33,695 40,312
15,825 5,798 7,100 1,500 30,223 33,362
4,425 3,235 275 155 8,090 10,307
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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