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514304541Analyzed
2v2 RM · 3d ago on Oct 17, 2026· 33m 51s· 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
🇳🇴 Italians · Norway
1756
+5
🇲🇽 Spanish · Mexico
1712
+7
vs
🇮🇳 Huns · India
1486
-6
🇺🇸 Poles · United States
1472
-6
Player eAPM Actions Feudal Castle Imperial Opening
54 1,822 10:31 14:48 — ⛏ Fast Castle
50 1,694 10:20 21:19 — ⛏ Fast Castle
44 1,500 10:21 14:12 32:24 ⛏ Fast Castle
25 854 9:35 26:42 — ⚔ Towers FC

Resources

Player Food Wood Gold Stone Spent Collected
11,815 7,528 3,430 1,700 24,473 29,081
10,100 8,025 3,680 2,265 24,070 25,692
7,175 4,770 1,815 1,035 14,795 15,465
5,285 5,100 840 2,535 13,760 13,893
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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