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513736664Analyzed
2v2 RM · 3d ago on Oct 15, 2026· 39m 30s· 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
🇨🇦 Vietnamese · Canada
1294
+13
🇨🇴 Mongols · Colombia
1263
+14
vs
🇨🇦 Britons · Canada
1282
-16
🇨🇦 Tatars · Canada
1163
-11
Player eAPM Actions Feudal Castle Imperial Opening
64 2,527 8:12 18:50 36:15 ⚔ Scout Rush
61 2,427 10:36 15:02 38:30 ⛏ Fast Castle
43 1,682 11:01 16:01 32:42 ⛏ Fast Castle
38 1,513 10:27 21:45 —

Resources

Player Food Wood Gold Stone Spent Collected
16,780 13,590 9,165 1,050 40,585 42,284
13,520 13,508 4,595 200 31,823 33,915
11,085 12,305 6,755 1,000 31,145 32,339
12,200 10,683 5,340 2,175 30,398 31,892
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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