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503759772Analyzed
2v2 RM · 8d ago on Sep 2, 2026· 40m 7s· 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
🇦🇷 Saracens · Argentina
855
+15
🇦🇷 Magyars · Argentina
855
+15
🇵🇾 Khmer · Paraguay
830
-15
🇵🇾 Huns · Paraguay
830
-15
Player eAPM Actions Feudal Castle Imperial Opening
35 1,408 10:09 23:12 31:13 ⚔ Scouts into Fast Imp
24 980 11:38 16:16 ⛏ Fast Castle
22 868 11:44 14:39 ⛏ Fast Castle
22 881 10:52 25:12 36:45 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,055 9,826 2,295 950 24,126 28,487
10,455 7,225 4,235 885 22,800 28,671
9,280 4,960 3,280 1,315 18,835 22,783
6,695 3,435 2,055 1,400 13,585 15,976
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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