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503130423Analyzed
4v4 RM · 11d ago on Aug 30, 2026· 7m 28s· 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
🇹🇷 Vikings · Türkiye
802
+12
🇫🇷 Bohemians · France
786
+13
🇹🇷 Bengalis · Türkiye
718
+16
693
+17
🇨🇳 Bengalis · China
790
-18
🇨🇳 Hindustanis · China
721
-15
🇨🇳 Malay · China
710
-14
🇵🇰 Slavs · Pakistan
669
-12
Player eAPM Actions Feudal Castle Imperial Opening
33 245
28 208
24 180
21 159
20 151
17 125
16 116
5 34

Resources

Player Food Wood Gold Stone Spent Collected
1,300 331 0 0 1,631 1,542
1,100 325 50 0 1,475 1,589
1,150 175 0 0 1,325 1,517
900 250 50 0 1,200 1,348
850 350 0 0 1,200 1,332
750 275 0 0 1,025 1,280
750 201 50 0 1,001 1,297
450 25 50 0 525 692
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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