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Team Islands

503528040Analyzed
2v2 RM · 3d ago on Sep 1, 2026· 51m 3s· 4 players
Game mode
Random Map
Map size
185×185
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
🇨🇴 Vikings · Colombia
793
+17
🇨🇴 Italians · Colombia
748
+19
🇨🇴 Portuguese · Colombia
856
-20
🇺🇸 Spanish · United States
794
-34
Player eAPM Actions Feudal Castle Imperial Opening
J6fs Vikings
29 1,505 11:59 19:47 29:05 ⛏ Fish Boom into Galleys FC
DiazzZ Portuguese
21 1,084 10:55 17:44 35:50 ⛏ Fast Castle
Cyrusthegreat Spanish
14 736 11:02 23:05 43:54 ⛏ Fish Boom FC
ovelascosa Italians
12 638 16:52 27:04 42:14 ⚔ Fish Boom into Scouts FC

Resources

Player Food Wood Gold Stone Spent Collected
17,875 20,130 12,615 2,935 53,555 65,483
15,095 18,460 10,502 3,825 47,882 59,110
9,870 8,290 5,035 2,525 25,720 34,513
10,900 7,088 2,545 850 21,383 22,411
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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