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Highland

506606423Analyzed
2v2 RM · 19d ago on Sep 14, 2026· 61m 22s· 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
🇩🇪 Franks · Germany
841
+12
🇺🇸 Tupi · United States
783
+14
🇫🇷 Vietnamese · France
743
-13
🇦🇹 Malians · Austria
739
-13
Player eAPM Actions Feudal Castle Imperial Opening
41 2,486 10:37 24:21 38:46 ⚔ Archer Rush
22 1,342 12:16 22:47 40:00 ⚔ FC into Skirms
13 781 10:05 20:43 39:06 ⚔ Archer Rush
12 766 9:58 23:57 41:19 ⚔ Fish Boom into Galleys FC into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
20,345 32,560 16,010 4,390 73,305 74,557
31,940 21,000 15,430 1,830 70,200 85,274
20,505 12,886 12,990 3,150 49,531 51,591
7,300 11,310 10,245 1,605 30,460 40,862
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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