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503483187Analyzed
2v2 RM · 1mo ago on Aug 31, 2026· 57m 45s· 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
🇪🇸 Bulgarians · Spain
1329
+17
🇵🇾 Tatars · Paraguay
1316
+18
🇨🇿 Chinese · Czechia
1379
-19
🇨🇿 Aztecs · Czechia
1326
-16
Player eAPM Actions Feudal Castle Imperial Opening
38 2,176 9:14 19:43 30:41 ⚔ Drush into Archers
34 1,981 9:42 22:05 32:10 ⚔ M@A into Towers FC
32 1,837 10:14 17:39 38:32 ⛏ Fast Castle
29 1,661 10:58 15:26 38:33 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
45,760 17,975 18,600 8,360 90,695 99,600
15,375 22,430 16,755 5,460 60,020 66,877
27,840 16,797 4,345 850 49,832 55,258
15,715 11,361 4,040 2,140 33,256 35,734
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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