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516886455Analyzed
2v2 RM · 18h ago on Oct 28, 2026· 50m 14s· 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
🇺🇸 Khitans · United States
1226
+15
🇺🇸 Danes · United States
1223
+15
vs
🇮🇱 Japanese · Israel
1254
-17
🇺🇸 Saxons · United States
1150
-13
Player eAPM Actions Feudal Castle Imperial Opening
54 2,716 10:49 16:49 37:31 ⛏ Fast Castle
50 2,533 9:39 20:58 — ⚔ M@A Rush
40 1,993 9:36 13:39 43:17 ⛏ Fast Castle
28 1,420 9:21 20:04 36:25 ⚔ M@A FC

Resources

Player Food Wood Gold Stone Spent Collected
21,410 17,549 8,710 1,750 49,419 59,396
18,470 12,173 9,765 2,345 42,753 49,927
10,920 8,270 6,895 650 26,735 28,941
9,145 7,615 2,575 575 19,910 22,136
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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