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503651889Analyzed
2v2 RM · 8d ago on Sep 1, 2026· 55m 15s· 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
🇹🇷 Dravidians · Türkiye
999
+12
🇳🇴 Gurjaras · Norway
972
+13
918
-13
🇷🇺 Hindustanis · Russia
912
-13
Player eAPM Actions Feudal Castle Imperial Opening
26 1,440 12:30 16:06 32:03 ⚔ FC into Scouts
21 1,169 10:58 15:00 31:25 ⛏ Fast Castle
20 1,127 10:36 21:44 38:58 ⚔ Archer Rush
20 1,112 11:19 18:16 34:55 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
24,220 23,565 30,785 2,305 80,875 93,548
37,900 9,065 11,960 2,800 61,725 75,158
25,900 16,648 8,415 2,735 53,698 72,056
19,540 12,585 10,575 2,395 45,095 46,148
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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