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503077004Analyzed
4v4 RM · 11d ago on Aug 30, 2026· 27m 18s· 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
🇦🇷 Hindustanis · Argentina
1662
+7
🇨🇦 Britons · Canada
1565
+11
🇲🇽 Berbers · Mexico
1555
+12
🇦🇷 Teutons · Argentina
1485
+15
🇨🇳 Mongols · China
1697
-22
🇳🇿 Ethiopians · New Zealand
1395
-9
🇳🇿 Malians · New Zealand
1365
-8
🇹🇼 Britons · Taiwan
1363
-8
Player eAPM Actions Feudal Castle Imperial Opening
61 1,655 11:07 15:02 ⚔ FC into Archers
55 1,501 8:48 20:41 ⚔ Scout Rush
53 1,460 9:27 14:30 ⛏ Fast Castle
50 1,378 11:11 14:55 ⛏ Fast Castle
50 1,358 10:00 15:33 ⛏ Fast Castle
45 1,219 11:27 23:15 ⚔ Scout Rush
37 1,018 9:06 ⚔ Towers FC
27 740 9:23

Resources

Player Food Wood Gold Stone Spent Collected
9,245 5,969 2,870 200 18,284 18,440
6,725 6,820 2,990 200 16,735 16,891
8,195 4,235 2,465 0 14,895 15,610
5,800 4,845 2,320 750 13,715 16,138
6,780 4,600 1,475 300 13,155 14,849
6,400 4,560 900 1,150 13,010 13,658
5,980 2,847 300 1,030 10,157 10,389
3,550 1,835 100 780 6,265 6,560
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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