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503534390Analyzed
2v2 RM · 7d ago on Sep 1, 2026· 55m 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
🇺🇸 Magyars · United States
907
+17
🇺🇸 Vietnamese · United States
839
+37
🇺🇸 Spanish · United States
944
-58
🇪🇨 Goths · Ecuador
905
-17
Player eAPM Actions Feudal Castle Imperial Opening
42 2,327 10:17 15:07 34:46 ⛏ Fast Castle
21 1,139 10:58 24:07 45:15 ⚔ M@A FC
12 647 15:03 50:49 ⚔ Drush
9 518 12:22 25:05 ⚔ Drush into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
18,895 18,255 17,370 7,250 61,770 92,539
22,205 12,561 6,380 2,150 43,296 45,143
15,425 11,248 6,555 2,160 35,388 37,906
6,025 5,863 340 775 13,003 13,916
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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