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503135829Analyzed
4v4 RM · 11d ago on Aug 30, 2026· 7m 51s· 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
🇫🇷 Burmese · France
1125
+10
🇨🇳 Turks · China
1048
+13
🇺🇸 Saracens · United States
1036
+14
🇫🇷 Shu · France
849
+22
🇨🇳 Franks · China
1033
-34
🇨🇳 Poles · China
992
-15
🇨🇳 Britons · China
966
-14
🇹🇼 Persians · Taiwan
949
-13
Player eAPM Actions Feudal Castle Imperial Opening
67 528
64 506
43 338
31 244
27 210
20 157
19 146
14 107

Resources

Player Food Wood Gold Stone Spent Collected
1,100 400 50 0 1,550 1,820
1,100 280 0 0 1,380 1,835
1,100 250 0 0 1,350 1,870
900 350 0 0 1,250 1,580
G
900 300 50 0 1,250 1,297
650 400 50 100 1,200 942
750 275 0 0 1,025 1,373
700 250 0 0 950 1,510
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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