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Nomad

503349274Analyzed
2v2 RM · 10d ago on Aug 31, 2026· 44m 17s· 4 players
Game mode
Random Map
Map size
176×176
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 · Czechia
694
+10
🇮🇳 Turks · India
648
+11
🇹🇼 Huns · Taiwan
576
-12
🇹🇼 Wei · Taiwan
516
-9
Player eAPM Actions Feudal Castle Imperial Opening
36 1,599 17:11 31:40 ⚔ Fish Boom into Scouts into Fire Galleys
22 992 15:14 31:26
20 875 14:07 ⚔ Scout Rush
15 643 22:07 35:50 ⚔ Fish Boom into Scouts into Fire Galleys

Resources

Player Food Wood Gold Stone Spent Collected
14,950 11,775 1,255 200 28,180 33,042
11,115 9,931 2,105 1,630 24,781 26,559
9,275 8,727 2,340 1,600 21,942 26,119
6,900 3,680 370 725 11,675 14,693
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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