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503613348Analyzed
2v2 RM · 29d ago on Sep 1, 2026· 98m 27s· 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
🇯🇵 Malay · Japan
892
+15
🇨🇴 Bohemians · Colombia
873
+15
🇷🇺 Burgundians · Russia
862
-15
862
-15
Player eAPM Actions Feudal Castle Imperial Opening
32 3,119 12:33 20:42 38:43 ⛏ Fast Castle
30 2,967 9:56 14:00 37:56 ⛏ Fast Castle
29 2,888 9:43 19:47 32:56 ⚔ FC into Archers
20 1,994 13:05 19:28 32:29 ⚔ FC into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
31,275 58,840 25,535 7,235 122,885 180,761
42,405 25,075 31,485 5,675 104,640 115,340
49,700 35,640 14,470 3,600 103,410 111,562
46,035 36,005 8,500 3,150 93,690 100,300
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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