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503747012Analyzed
2v2 RM · 8d ago on Sep 2, 2026· 43m 40s· 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
🇨🇱 Turks · Chile
963
+17
🇦🇷 Maya · Argentina
935
+19
🇻🇳 Turks · Vietnam
1011
-19
🇻🇳 Vietnamese · Vietnam
977
-17
Player eAPM Actions Feudal Castle Imperial Opening
22 940 9:57 16:11 25:32 ⛏ Fast Castle
21 905 10:08 19:04 28:43 ⛏ Fast Castle
20 858 12:54 17:54 30:49 ⛏ Fast Castle
20 873 10:45 20:09 36:21 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
11,880 14,120 8,210 1,500 35,710 45,273
16,585 10,160 5,415 1,105 33,265 38,564
15,675 9,445 4,700 1,990 31,810 33,647
8,965 11,577 3,795 1,045 25,382 26,993
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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