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503560345Analyzed
2v2 RM · 8d ago on Sep 1, 2026· 57m 40s· 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 · Australia
1146
+12
🇦🇺 Malay · Australia
1146
+12
🇮🇳 Vikings · India
1074
-13
🇺🇸 Ethiopians · United States
1062
-12
Player eAPM Actions Feudal Castle Imperial Opening
39 2,264 9:12 24:43 ⚔ Towers FC
27 1,535 9:47 24:54 51:41 ⚔ M@A into Archers
17 1,007 9:08 15:09 35:38 ⛏ Fast Castle
12 691 10:27 17:03 41:14 ⚔ Archers FC

Resources

Player Food Wood Gold Stone Spent Collected
25,400 14,565 9,295 200 49,460 51,157
13,595 15,530 12,230 2,700 44,055 58,715
15,195 12,697 4,900 2,800 35,592 44,439
8,675 11,609 8,285 750 29,319 29,844
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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