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503141685Analyzed
4v4 RM · 9d ago on Aug 30, 2026· 18m 40s· 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
🇺🇸 Tatars · United States
1103
+14
🇦🇹 Poles · Austria
1102
+14
🇷🇺 Wu · Russia
1083
+15
🇫🇷 Ethiopians · France
1029
+18
🇨🇦 Ethiopians · Canada
1080
-16
🇨🇦 Burgundians · Canada
1062
-15
🇨🇳 Koreans · China
1056
-15
🇿🇦 Japanese · South Africa
1051
-15
Player eAPM Actions Feudal Castle Imperial Opening
37 699 11:13 ⚔ Archer Rush
34 639 11:02 15:06 ⚔ Archers FC
31 572 9:03 ⛏ Fast Castle
31 580 11:50 17:27 ⛏ Fast Castle
25 462 11:20 16:36 ⛏ Fast Castle
24 450 9:27 ⚔ Scout Rush
19 347 11:10 15:05 ⛏ Fast Castle
18 340 11:21 17:26 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
3,735 3,170 1,205 0 8,110 8,191
5,085 2,200 250 0 7,535 7,953
3,950 1,980 250 750 6,930 7,183
4,325 1,780 450 165 6,720 7,667
3,585 2,625 250 0 6,460 7,767
3,400 2,005 475 200 6,080 6,425
3,000 1,895 250 100 5,245 5,636
1,800 1,675 230 130 3,835 5,095
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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