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514959749Analyzed
2v2 RM · 7h ago on Oct 20, 2026· 41m 23s· 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
🇺🇸 Armenians · United States
966
+17
🇺🇸 Maya · United States
956
+18
vs
🇲🇽 Chinese · Mexico
1012
-18
🇲🇽 Saracens · Mexico
972
-17
Player eAPM Actions Feudal Castle Imperial Opening
30 1,239 11:51 19:36 — ⛏ Fast Castle
28 1,154 10:57 26:18 — ⚔ Archer Rush
24 1,002 10:31 18:06 31:13 ⛏ Fast Castle
23 932 11:55 19:57 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
16,280 13,640 6,585 2,485 38,990 41,219
11,495 11,625 6,655 2,440 32,215 33,991
14,605 6,030 4,205 1,400 26,240 28,111
11,625 8,285 5,000 850 25,760 39,743
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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