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516351058Analyzed
2v2 RM · 15d ago on Oct 25, 2026· 42m 35s· 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
🇪🇸 Malay · Spain
876
+17
🇺🇸 Saracens · United States
836
+54
vs
🇧🇷 Portuguese · Brazil
923
-19
🇧🇷 Persians · Brazil
867
-17
Player eAPM Actions Feudal Castle Imperial Opening
34 1,435 9:46 18:17 36:29 ⚔ FC into Archers
33 1,423 11:56 20:02 40:14 ⛏ Fast Castle
20 859 10:32 15:02 27:25 ⛏ Fast Castle
20 848 12:31 17:23 33:34 ⚔ FC into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
22,825 12,845 11,795 3,000 50,465 53,472
17,935 15,140 10,635 1,900 45,610 50,397
14,395 16,965 7,730 2,190 41,280 46,242
16,755 9,980 7,030 2,200 35,965 44,656
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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