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503540146Analyzed
2v2 RM · 7d ago on Sep 1, 2026· 51m 50s· 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
🇨🇱 Vietnamese · Chile
954
+15
🇺🇸 Poles · United States
911
+17
🇨🇦 Malians · Canada
933
-16
🇬🇧 Shu · United Kingdom
917
-15
Player eAPM Actions Feudal Castle Imperial Opening
43 2,248 13:52 19:21 36:34 ⚔ FC into Scouts into Skirms
37 1,942 9:46 22:33 37:49 ⚔ Archer Rush
24 1,233 10:10 19:25 33:58 ⚔ FC into Archers
19 988 11:04 15:50 37:28 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
26,165 19,200 6,645 2,970 54,980 56,541
23,650 18,960 8,545 3,185 54,340 78,551
21,690 18,558 6,455 2,430 49,133 50,569
14,765 18,930 11,320 2,450 47,465 53,378
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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