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514120746Analyzed
2v2 RM · 20d ago on Oct 16, 2026· 36m 1s· 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
🇨🇴 Persians · Colombia
1289
+14
🇦🇷 Malay · Argentina
1273
+14
vs
🇩🇪 Ethiopians · Germany
1264
-15
🇩🇪 Persians · Germany
1207
-13
Player eAPM Actions Feudal Castle Imperial Opening
39 1,397 9:48 24:46 — ⚔ M@A into Skirms
39 1,388 9:41 15:55 — ⚔ Archer Rush
37 1,335 9:13 30:58 — ⚔ Scouts into Archers
30 1,089 11:29 19:44 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
10,500 7,573 3,560 1,185 22,818 25,238
8,040 8,555 2,955 950 20,500 21,867
10,210 7,335 1,740 225 19,510 22,261
4,705 4,388 1,930 0 11,023 12,248
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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