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514615905Analyzed
2v2 RM · 16h ago on Oct 18, 2026· 48m 24s· 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
🇹🇼 Vikings · Taiwan
1012
+15
🇹🇼 Burgundians · Taiwan
988
+16
vs
🇳🇱 Byzantines · Netherlands
1000
-48
🇩🇪 Jurchens · Germany
995
-15
Player eAPM Actions Feudal Castle Imperial Opening
40 1,959 10:18 18:27 39:38 ⚔ Scout Rush
25 1,233 13:38 17:42 36:57 ⛏ Fast Castle
20 953 10:36 20:43 — ⚔ Scouts into Archers
18 881 11:55 19:15 43:40 ⚔ FC into Archers

Resources

Player Food Wood Gold Stone Spent Collected
26,560 13,163 11,950 2,150 53,823 59,778
19,205 10,700 10,220 420 40,545 54,140
13,295 11,920 8,985 2,485 36,685 42,991
9,950 6,968 3,710 1,015 21,643 23,825
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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