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Team Islands

503052016Analyzed
4v4 RM · 5d ago on Aug 30, 2026· 0m 12s· 8 players
Game mode
Random Map
Map size
242×242
Population
200
Speed
Normal
Resources
Low
Victory
Standard
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇨🇴 Goths · Colombia
923
+43
🇨🇴 Khmer · Colombia
905
+18
🇨🇴 Vikings · Colombia
902
+18
🇨🇴 Koreans · Colombia
837
+21
🇺🇸 Mongols · United States
1018
-22
🇧🇷 Byzantines · Brazil
1007
-21
🇹🇼 Britons · Taiwan
942
-18
🇨🇳 Poles · China
812
-12
Player eAPM Actions Feudal Castle Imperial Opening
leo312654 Britons
71 15
52 11
52 11
TrashPanda Mongols
43 9
19 4
Ryo Khmer
14 3
Chill Byzantines
14 3
大草莓 Poles
14 3

Resources

Player Food Wood Gold Stone Spent Collected
0 100 0 0 100
0 50 0 0 50
0 25 0 0 25
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 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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