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503056750Analyzed
4v4 RM · 11d ago on Aug 30, 2026· 7m 56s· 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
🇨🇳 Saracens · China
1620
+10
🇨🇳 Ethiopians · China
1596
+11
🇮🇳 Lithuanians · India
1418
+19
🇮🇳 Maya · India
1416
+19
🇭🇰 Portuguese · Hong Kong SAR China
1537
-17
🇦🇺 Hindustanis · Australia
1526
-17
🇭🇰 Britons · Hong Kong SAR China
1496
-15
🇦🇺 Huns · Australia
1396
-11
Player eAPM Actions Feudal Castle Imperial Opening
66 527
48 382
46 367
46 365
43 340
41 326
36 284
23 183

Resources

Player Food Wood Gold Stone Spent Collected
1,650 425 0 0 2,075 2,078
1,700 250 0 0 1,950 2,249
1,350 250 50 0 1,650 1,739
1,150 375 0 0 1,525 1,754
1,200 250 0 0 1,450 2,130
1,000 300 0 0 1,300 2,056
850 250 0 0 1,100 1,898
400 225 0 0 625 1,088
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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