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503690618Analyzed
2v2 RM · 2mo ago on Sep 1, 2026· 44m 58s· 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
🇵🇪 Poles · Peru
940
+16
🇦🇷 Cumans · Argentina
895
+18
vs
🇬🇧 Ethiopians · United Kingdom
955
-18
🇫🇷 Japanese · France
939
-38
Player eAPM Actions Feudal Castle Imperial Opening
49 2,220 9:22 16:30 44:28 ⛏ Fast Castle
49 2,183 11:18 19:37 32:24 ⚔ Drush
29 1,304 14:19 22:00 36:58 ⛏ Fast Castle
21 944 12:07 20:32 34:12

Resources

Player Food Wood Gold Stone Spent Collected
25,365 19,143 4,575 3,420 52,503 60,658
27,740 12,125 6,175 1,600 47,640 57,063
17,245 13,581 8,105 1,465 40,396 50,899
12,100 9,659 5,700 2,250 29,709 31,835
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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