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514516668Analyzed
2v2 RM · 7h ago on Oct 18, 2026· 40m 32s· 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
🇳🇱 Magyars · Netherlands
1124
+16
🇳🇱 Malay · Netherlands
1121
+16
vs
🇩🇪 Dravidians · Germany
1129
-16
🇵🇹 Ethiopians · Portugal
1113
-16
Player eAPM Actions Feudal Castle Imperial Opening
28 1,123 9:37 22:42 — ⚔ Scout Rush
21 857 9:45 21:15 33:42 ⚔ Archer Rush
19 783 10:47 15:01 — ⚔ FC into Skirms
18 736 9:43 13:56 — ⚔ FC into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
10,030 10,110 6,360 950 27,450 30,474
11,660 7,115 3,495 1,300 23,570 27,947
9,930 6,525 3,985 2,200 22,640 23,086
6,720 6,818 870 850 15,258 18,274
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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