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503732016Analyzed
2v2 RM · 2d ago on Sep 2, 2026· 50m 44s· 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
🇺🇸 Franks · United States
818
+15
🇺🇸 Khmer · United States
755
+18
🇺🇸 Shu · United States
798
-17
🇺🇸 Romans · United States
784
-16
Player eAPM Actions Feudal Castle Imperial Opening
CaptInsan000 Romans
40 2,053 10:41 16:41 30:38 ⛏ Fast Castle
33 1,659 12:01 23:51 38:01 ⚔ Archer Rush
EHay14 Khmer
15 762 10:58 18:36 37:43 ⛏ Fast Castle
cosah00 Franks
12 617 12:12 19:33 34:12 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
19,905 24,618 8,740 2,315 55,578 62,539
22,125 13,460 15,795 3,005 54,385 58,268
17,555 11,255 9,110 3,125 41,045 56,519
9,825 25,125 2,810 1,705 39,465 43,041
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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