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503777294Analyzed
2v2 RM · 8d ago on Sep 2, 2026· 95m 6s· 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
🇦🇺 Koreans · Australia
1235
+13
🇦🇺 Mongols · Australia
1229
+13
🇦🇺 Teutons · Australia
1173
-13
🇦🇺 Gurjaras · Australia
1173
-13
Player eAPM Actions Feudal Castle Imperial Opening
40 3,771 7:46 21:02 42:48 ⚔ Towers FC
39 3,739 9:19 22:01 46:13 ⛏ Fast Castle
31 2,911 9:28 23:57 50:53 ⚔ Archer Rush
20 1,871 11:13 22:29 38:50

Resources

Player Food Wood Gold Stone Spent Collected
52,590 43,423 39,450 7,665 143,128 151,530
65,635 45,026 19,440 2,435 132,536 144,076
52,850 38,642 25,740 5,180 122,412 138,662
39,140 38,855 17,810 4,325 100,130 106,751
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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