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503646231Analyzed
2v2 RM · 2mo ago on Sep 1, 2026· 80m 43s· 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 · Jordan
992
+15
🇯🇴 Franks · Jordan
975
+15
vs
🇦🇷 Britons · Argentina
969
-15
🇨🇦 Teutons · Canada
959
-15
Player eAPM Actions Feudal Castle Imperial Opening
56 4,525 9:48 23:09 39:09 ⚔ Scout Rush
41 3,271 9:20 21:47 36:24 ⚔ Skirmisher Rush
38 3,038 10:49 29:25 51:41 ⚔ Archers into Skirms
17 1,364 12:27 18:50 37:38 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
48,245 27,130 44,690 1,870 121,935 131,875
25,950 45,453 23,775 6,425 101,603 127,717
39,955 43,448 13,135 3,985 100,523 102,126
36,415 17,608 16,735 5,890 76,648 82,449
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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