Glade
510617747Analyzed1v1 RM
·
23h ago on Oct 1, 2026·
29m 38s·
2 players
Game mode
Random Map
Map size
Tiny (2 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
Replay analysis
| Player | eAPM | Actions | Feudal | Castle | Imperial | Opening |
|---|---|---|---|---|---|---|
| 56 | 1,654 | 9:00 | 23:10 | — | ⚔ M@A into Archers into Towers | |
| 33 | 976 | 9:19 | — | — |
Resources
| Player | Food | Wood | Gold | Stone | Spent | Collected |
|---|---|---|---|---|---|---|
| 10,090 | 4,850 | 2,390 | 200 | 17,530 | 17,847 | |
| 5,925 | 4,691 | 2,415 | 1,320 | 14,351 | 14,363 |
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.