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503556523Analyzed
2v2 RM · 9d ago on Sep 1, 2026· 68m 45s· 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
🇵🇱 Mapuche · Poland
1081
+7
🇦🇺 Byzantines · Australia
931
+12
🇦🇷 Mongols · Argentina
869
-10
🇦🇷 Spanish · Argentina
825
-8
Player eAPM Actions Feudal Castle Imperial Opening
49 3,399 10:40 15:29 42:14 ⛏ Fast Castle
38 2,628 10:40 14:36 36:33 ⛏ Fast Castle
21 1,428 11:58 20:02 35:10 ⚔ FC into Skirms
14 954 11:55 17:15 39:47 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
41,880 19,005 19,235 2,800 82,920 83,702
23,230 38,730 17,560 2,145 81,665 99,291
32,945 20,520 19,160 3,380 76,005 103,465
28,410 25,775 9,975 3,950 68,110 68,824
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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