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503674919Analyzed
2v2 RM · 7d ago on Sep 1, 2026· 103m 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
🇫🇷 Khmer · France
570
+29
🇫🇷 Japanese · France
563
+33
🇫🇷 Vietnamese · France
570
-16
🇫🇷 Franks · France
570
-16
Player eAPM Actions Feudal Castle Imperial Opening
26 2,690 10:23 22:58 44:43 ⚔ M@A into Archers
24 2,460 11:11 16:26 47:06 ⛏ Fast Castle
24 2,531 14:40 22:22 64:03 ⛏ Fast Castle
24 2,507 8:53 26:09 55:05 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
55,315 40,120 26,355 4,930 126,720 183,275
25,385 21,338 12,290 2,150 61,163 78,305
23,335 14,485 11,185 7,960 56,965 76,358
21,740 8,630 12,670 1,875 44,915 57,914
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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