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Nomad

503616111Analyzed
2v2 RM · 3d ago on Sep 1, 2026· 48m 4s· 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
🇦🇺 Persians · Australia
1102
+46
🇨🇳 Japanese · China
1051
+19
🇨🇭 Italians · Switzerland
1126
-18
🇩🇪 Vikings · Germany
1101
-17
Player eAPM Actions Feudal Castle Imperial Opening
35 1,706 14:51 25:39 ⛏ Fish Boom into Galleys
kettakey Persians
29 1,404 14:23 19:18 38:27 ⛏ Fish Boom FC
菜鸡请别打 Japanese
29 1,389 14:42 20:25 44:02 ⛏ Fish Boom FC
frickman Italians
26 1,251 13:03 21:38 35:21 ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
27,880 17,180 6,565 3,750 55,375 58,515
17,600 17,992 6,335 4,700 46,627 58,555
15,520 19,165 8,685 3,100 46,470 53,693
7,440 12,305 2,500 1,200 23,445 23,313
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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