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503431506Analyzed
4v4 RM · 10d ago on Aug 31, 2026· 27m 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
🇦🇷 Spanish · Argentina
941
+8
🇦🇷 Franks · Argentina
820
+13
🇯🇵 Vikings · Japan
744
+17
🇦🇷 Khmer · Argentina
695
+19
🇺🇸 Magyars · United States
821
-17
🇿🇦 Turks · South Africa
767
-14
🇵🇪 Mongols · Peru
741
-13
🇫🇮 Italians · Finland
702
-12
Player eAPM Actions Feudal Castle Imperial Opening
24 653 11:24 21:36
20 559 12:25 20:11 ⚔ FC into Archers
16 455 11:22 23:23 ⚔ Archer Rush
14 394 11:07 18:17 ⛏ Fast Castle
12 325 9:22 25:17 ⛏ Fast Castle
10 268 12:50 23:44 ⚔ Scout Rush
9 248 10:55 19:41 ⛏ Fast Castle
5 146 14:04 26:20 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,140 5,130 1,140 750 13,160 14,267
6,250 3,525 1,415 875 12,065 13,413
5,195 3,490 1,110 950 10,745 13,660
5,000 2,745 990 750 9,485 12,262
4,775 3,195 840 100 8,910 11,048
5,095 2,540 750 0 8,385 13,069
3,125 3,130 400 270 6,925 9,473
3,550 1,925 200 775 6,450 7,310
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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