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516632160Analyzed
2v2 RM · 4d ago on Oct 27, 2026· 78m 38s· 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
🇦🇷 Gurjaras · Argentina
1467
+19
🇦🇷 Inca · Argentina
1467
+19
vs
🇹🇼 Bulgarians · Taiwan
1571
-20
🇺🇸 Malay · United States
1505
-18
Player eAPM Actions Feudal Castle Imperial Opening
76 5,959 9:55 20:38 33:34 ⚔ Drush into Skirms
44 3,472 9:01 18:07 31:03 ⚔ M@A FC
37 2,945 8:03 17:44 30:01 ⛏ Fast Castle
34 2,685 9:33 13:43 29:57 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
101,735 30,860 49,665 2,810 185,070 186,330
75,870 48,075 20,670 7,075 151,690 153,301
68,910 31,845 30,185 4,505 135,445 138,264
43,290 48,422 19,390 8,490 119,592 127,021
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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