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503519340Analyzed
4v4 RM · 8d ago on Sep 1, 2026· 10m 56s· 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
🇺🇸 Burgundians · United States
1211
+15
🇨🇱 Teutons · Chile
1195
+16
🇵🇦 Shu · Panama
1176
+17
🇻🇳 Khmer · Vietnam
1174
+17
🇺🇸 Koreans · United States
1387
-24
🇺🇸 Britons · United States
1157
-15
🇺🇸 Persians · United States
1113
-13
🇺🇸 Berbers · United States
1113
-13
Player eAPM Actions Feudal Castle Imperial Opening
56 609 9:45
45 488
36 398
35 383 10:18
27 291 10:25
22 237
20 222
18 202 9:57

Resources

Player Food Wood Gold Stone Spent Collected
1,725 1,040 0 0 2,765 3,083
1,500 1,180 0 0 2,680 2,874
1,550 850 50 0 2,450 2,572
1,400 878 50 0 2,328 2,844
1,650 580 0 0 2,230 3,096
1,650 500 50 0 2,200 2,423
1,400 650 0 0 2,050 3,089
1,300 553 50 0 1,903 2,515
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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