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503769321Analyzed
2v2 RM · 5d ago on Sep 2, 2026· 52m 46s· 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
🇺🇸 Slavs · United States
746
+14
🇺🇾 Malians · Uruguay
689
+17
🇨🇳 Huns · China
744
-17
🇦🇺 Chinese · Australia
677
-14
Player eAPM Actions Feudal Castle Imperial Opening
24 1,241 9:16 22:29 49:12
22 1,139 10:38 16:40 41:34 ⛏ Fast Castle
17 917 9:30 19:48 47:57 ⚔ FC into Archers
16 820 12:27 17:34 33:37 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,440 22,120 12,875 3,020 59,455 63,535
21,175 13,380 8,335 2,675 45,565 56,500
18,910 14,625 8,995 2,900 45,430 61,212
15,725 8,095 5,900 2,265 31,985 42,700
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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