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503570525Analyzed
2v2 RM · 1mo ago on Sep 1, 2026· 45m 48s· 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 · Taiwan
1163
+17
🇨🇳 Koreans · China
1138
+18
🇪🇸 Persians · Spain
1198
-18
🇪🇸 Poles · Spain
1155
-16
Player eAPM Actions Feudal Castle Imperial Opening
59 2,691 10:34 14:12 32:43 ⛏ Fast Castle
52 2,363 9:49 13:39 27:07 ⛏ Fast Castle
41 1,872 10:11 21:15 36:19 ⚔ Towers FC into Archers
41 1,875 10:45 18:39 36:54 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
26,405 13,368 18,165 1,600 59,538 69,430
19,985 22,413 10,040 3,400 55,838 59,720
18,450 14,685 10,495 1,600 45,230 62,423
14,470 17,480 7,365 1,855 41,170 44,908
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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