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515743326Analyzed
2v2 RM · 14d ago on Oct 23, 2026· 60m 12s· 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 · Austria
928
+18
🇦🇹 Burgundians · Austria
927
+18
vs
🇺🇸 Japanese · United States
1046
-21
🇺🇸 Danes · United States
896
-15
Player eAPM Actions Feudal Castle Imperial Opening
52 3,102 10:36 15:49 45:50 ⛏ Fast Castle
36 2,141 9:52 28:06 52:12 ⚔ Skirmisher Rush
16 989 11:36 17:34 39:34 ⚔ Archer Rush
12 745 11:15 23:07 — ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
19,490 20,310 12,435 5,580 57,815 61,776
20,415 13,417 13,455 2,375 49,662 60,358
22,890 12,060 7,050 200 42,200 45,688
9,065 9,405 1,285 1,210 20,965 21,193
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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