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503649841Analyzed
2v2 RM · 2mo ago on Sep 1, 2026· 54m 41s· 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 · India
1213
+18
🇬🇧 Tatars · United Kingdom
1198
+18
vs
🇨🇿 Britons · Czechia
1255
-18
🇨🇿 Byzantines · Czechia
1250
-18
Player eAPM Actions Feudal Castle Imperial Opening
34 1,868 11:42 16:03 33:51 ⛏ Fast Castle
33 1,806 10:46 21:59 41:36 ⚔ M@A Rush
26 1,438 9:08 21:48 39:29 ⚔ Archer Rush
26 1,446 9:55 16:12 36:47 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
27,355 22,488 11,825 1,720 63,388 66,498
22,515 10,430 13,920 2,625 49,490 53,153
14,425 17,135 12,375 3,670 47,605 52,443
12,845 15,793 10,885 850 40,373 43,219
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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