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514487183Analyzed
2v2 RM · 2d ago on Oct 18, 2026· 49m 33s· 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
🇯🇵 Persians · Japan
1274
+11
🇯🇵 Magyars · Japan
989
+23
vs
🇺🇸 Persians · United States
1178
-18
🇺🇸 Armenians · United States
1124
-16
Player eAPM Actions Feudal Castle Imperial Opening
43 2,119 10:55 14:56 33:19 ⛏ Fast Castle
28 1,365 12:00 — — ⚔ Scout Rush
21 1,036 10:04 19:33 33:53 ⚔ Scout Rush
20 974 9:34 23:36 41:43 ⚔ Tower Rush

Resources

Player Food Wood Gold Stone Spent Collected
37,290 21,559 11,100 3,810 73,759 76,492
13,530 9,760 7,305 300 30,895 31,009
15,030 6,800 6,105 1,000 28,935 30,074
5,030 4,140 150 350 9,670 9,657
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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