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516657065Analyzed
2v2 RM · 10d ago on Oct 27, 2026· 49m 16s· 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
🇨🇴 Khmer · Colombia
1090
+13
🇨🇴 Maya · Colombia
976
+18
vs
🇺🇸 Wei · United States
1098
-19
🇺🇸 Britons · United States
948
-12
Player eAPM Actions Feudal Castle Imperial Opening
35 1,748 10:28 17:15 35:37 ⚔ FC into Archers
33 1,619 10:55 17:36 33:29 ⛏ Fast Castle
28 1,392 9:55 12:46 27:53 ⛏ Fast Castle
23 1,147 11:09 22:05 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
26,550 20,382 14,265 3,180 64,377 69,848
24,170 15,570 11,015 850 51,605 65,752
18,985 17,070 9,240 1,500 46,795 55,114
12,980 13,605 4,945 1,540 33,070 33,469
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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