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503310913Analyzed
4v4 RM · 2mo ago on Aug 31, 2026· 5m 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
🇩🇪 Goths · Germany
866
+10
🇺🇸 Khmer · United States
858
+10
🇵🇪 Huns · Peru
853
+10
🇧🇷 Japanese · Brazil
768
+14
vs
🇨🇴 Celts · Colombia
793
-14
735
-11
🇺🇸 Aztecs · United States
698
-10
🇨🇳 Japanese · China
663
-9
Player eAPM Actions Feudal Castle Imperial Opening
49 266 — — —
30 162 — — —
28 154 — — —
21 115 — — —
18 97 — — —
17 91 — — —
13 70 — — —
7 38 — — —

Resources

Player Food Wood Gold Stone Spent Collected
900 250 0 0 1,150 1,109
800 200 50 0 1,050 1,213
700 100 0 0 800 825
550 225 0 0 775 680
550 75 50 0 675 641
500 100 50 0 650 685
500 75 50 0 625 610
0 0 0 0 0 0
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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