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503339198Analyzed
4v4 RM · 10d ago on Aug 31, 2026· 2m 2s· 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 · China
1077
+18
🇨🇳 Berbers · China
1031
+20
🇻🇳 Italians · Vietnam
1012
+20
🇨🇳 Mongols · China
982
+22
🇺🇸 Khitans · United States
1127
-21
🇳🇱 Britons · Netherlands
1118
-20
🇨🇳 Burgundians · China
1113
-20
🇺🇸 Japanese · United States
1093
-19
Player eAPM Actions Feudal Castle Imperial Opening
20 40
15 30
13 26
11 22
11 22
6 13
3 7
1 3

Resources

Player Food Wood Gold Stone Spent Collected
200 0 0 0 200 252
0 100 0 0 100 69
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
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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