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515370586Analyzed
2v2 RM · 7d ago on Oct 22, 2026· 73m 42s· 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
🇺🇸 Khmer · United States
1057
+14
🇺🇸 Shu · United States
1047
+14
vs
🇲🇽 Koreans · Mexico
1026
-15
🇲🇽 Spanish · Mexico
982
-13
Player eAPM Actions Feudal Castle Imperial Opening
51 3,766 10:09 26:10 40:27 ⛏ Fast Castle
36 2,654 9:07 25:43 44:54 ⚔ Drush into Towers into Archers
30 2,227 10:54 15:08 29:36 ⛏ Fast Castle
29 2,167 10:03 21:19 33:38 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
64,110 17,580 19,055 2,150 102,895 108,025
32,540 45,045 13,295 3,535 94,415 109,039
34,635 23,023 15,315 5,790 78,763 91,237
22,515 30,976 9,155 2,855 65,501 69,074
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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