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513629338Analyzed
2v2 RM · 3d ago on Oct 14, 2026· 56m 18s· 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
🇺🇸 Malians · United States
1022
+14
🇬🇧 Bengalis · United Kingdom
998
+15
vs
🇹🇷 Chinese · Türkiye
1015
-17
🇹🇷 Tatars · Türkiye
922
-12
Player eAPM Actions Feudal Castle Imperial Opening
40 2,257 10:20 15:19 29:52 ⛏ Fast Castle
35 1,992 11:31 16:02 41:19 ⛏ Fast Castle
34 1,891 10:06 24:37 41:48 ⚔ M@A Rush
30 1,670 10:17 14:19 32:12 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
24,610 17,945 13,650 1,400 57,605 63,303
19,285 21,900 10,870 3,550 55,605 66,986
27,575 11,490 10,105 1,680 50,850 62,587
16,870 10,730 8,355 3,090 39,045 45,890
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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