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503449668Analyzed
2v2 RM · 2mo ago on Aug 31, 2026· 62m 4s· 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
🇮🇹 Vikings · Italy
1012
+17
🇦🇷 Turks · Argentina
980
+18
vs
🇺🇸 Burgundians · United States
1040
-18
🇺🇸 Armenians · United States
1017
-17
Player eAPM Actions Feudal Castle Imperial Opening
50 3,104 10:48 15:07 42:25 ⛏ Fast Castle
34 2,130 12:15 39:31 — ⚔ M@A Rush
33 2,061 11:54 15:54 35:15 ⛏ Fast Castle
20 1,216 11:45 33:21 56:18 ⚔ Tower Rush

Resources

Player Food Wood Gold Stone Spent Collected
34,130 24,135 12,820 3,300 74,385 76,065
27,535 24,210 14,850 3,030 69,625 73,230
29,930 10,780 9,225 4,000 53,935 62,705
12,155 5,655 4,345 4,195 26,350 29,351
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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