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503023668Analyzed
4v4 RM · 11d ago on Aug 30, 2026· 2m 27s· 8 players
Game mode
Random Map
Map size
Large (8 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
🇨🇦 Byzantines · Canada
1116
+12
🇺🇸 Sicilians · United States
1058
+15
🇺🇸 Britons · United States
1048
+15
🇲🇽 Britons · Mexico
1001
+18
🇧🇷 Wei · Brazil
1083
-17
🇨🇳 Khitans · China
1054
-16
🇦🇷 Maya · Argentina
1010
-14
🇺🇸 Celts · United States
994
-13
Player eAPM Actions Feudal Castle Imperial Opening
66 163
54 132
50 123
40 98
38 93
28 69
20 49
1 3

Resources

Player Food Wood Gold Stone Spent Collected
250 100 0 0 350 277
200 100 0 0 300 152
150 100 0 0 250 236
150 100 0 0 250 175
50 175 0 0 225 110
200 0 0 0 200 238
150 0 0 0 150 209
0 0 0 0 0 0
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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