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513747653Analyzed
2v2 RM · 3d ago on Oct 15, 2026· 84m 53s· 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
🇧🇴 Spanish · Bolivia
1133
+15
🇧🇴 Aztecs · Bolivia
1111
+16
vs
🇨🇦 Ethiopians · Canada
1121
-16
🇺🇸 Koreans · United States
1117
-15
Player eAPM Actions Feudal Castle Imperial Opening
39 3,327 13:17 17:21 35:12 ⛏ Fast Castle
35 2,949 10:13 16:44 33:36 ⛏ Fast Castle
29 2,504 11:26 16:43 36:16 ⛏ Fast Castle
21 1,807 10:46 16:55 30:54 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
52,300 45,798 23,010 7,135 128,243 141,266
63,405 30,677 11,700 5,110 110,892 111,894
31,685 33,305 14,420 4,135 83,545 101,108
29,900 23,280 11,765 1,500 66,445 75,014
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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