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503539989Analyzed
2v2 RM · 9d ago on Sep 1, 2026· 72m 9s· 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
🇲🇽 Teutons · Mexico
855
+16
🇲🇽 Portuguese · Mexico
736
+21
🇺🇸 Poles · United States
896
-21
🇺🇸 Franks · United States
805
-16
Player eAPM Actions Feudal Castle Imperial Opening
24 1,720 10:21 33:20 52:01 ⚔ M@A into Archers
17 1,251 11:25 28:55 48:51 ⚔ Skirmisher Rush
15 1,115 10:48 19:47 36:33 ⛏ Fast Castle
14 984 11:02 22:32 45:35 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
26,775 13,965 17,345 6,150 64,235 72,075
30,180 16,383 13,230 2,475 62,268 72,924
17,390 26,295 10,985 3,350 58,020 61,016
19,625 17,895 9,265 2,195 48,980 53,436
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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