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503678321Analyzed
2v2 RM · 8d ago on Sep 1, 2026· 59m 11s· 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
🇩🇰 Ethiopians · Denmark
1310
+17
🇩🇰 Teutons · Denmark
1286
+18
🇳🇱 Tupi · Netherlands
1329
-17
🇩🇰 Saracens · Denmark
1329
-17
Player eAPM Actions Feudal Castle Imperial Opening
42 2,515 9:50 19:48 38:32 ⚔ Scout Rush
35 2,081 9:52 15:56 47:38 ⛏ Fast Castle
27 1,598 9:54 23:39 40:26 ⚔ Archer Rush
27 1,576 9:34 16:04 33:44 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
25,430 23,950 9,910 4,080 63,370 70,542
18,045 18,245 17,035 2,250 55,575 77,378
15,565 13,730 14,905 2,280 46,480 52,827
14,785 11,285 5,460 1,780 33,310 36,292
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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