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503199535Analyzed
2v2 RM · 1mo ago on Aug 30, 2026· 51m 49s· 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
🇧🇷 Saracens · Brazil
1538
+14
🇧🇷 Magyars · Brazil
1439
+19
🇺🇸 Georgians · United States
1537
-18
🇺🇦 Hindustanis · Ukraine
1472
-15
Player eAPM Actions Feudal Castle Imperial Opening
57 2,976 9:23 20:00 44:36 ⚔ Scouts into Archers
44 2,279 9:37 13:49 31:24 ⛏ Fast Castle
42 2,159 9:28 20:34 34:00 ⚔ Archer Rush
33 1,697 10:07 14:21 32:32 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
32,905 23,683 15,365 3,845 75,798 81,421
27,570 30,980 14,620 1,900 75,070 82,798
24,220 13,490 14,435 4,570 56,715 60,362
11,705 9,255 2,880 200 24,040 25,554
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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