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503640914Analyzed
4v4 RM · 8d ago on Sep 1, 2026· 24m 10s· 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 · Colombia
1195
+17
🇬🇧 Ethiopians · United Kingdom
1185
+18
🇸🇪 Franks · Sweden
1132
+20
🇧🇷 Britons · Brazil
1119
+21
🇺🇸 Tupi · United States
1263
-21
🇨🇳 Persians · China
1258
-21
🇹🇼 Franks · Taiwan
1221
-19
🇧🇷 Khmer · Brazil
1165
-16
Player eAPM Actions Feudal Castle Imperial Opening
57 1,371 10:41 14:47 ⚔ FC into Archers
43 1,032 9:00 16:31 ⛏ Fast Castle
33 805 10:03 17:51 ⚔ Archers into Skirms
33 798 10:10 13:03 ⛏ Fast Castle
32 773 9:51 15:26 ⛏ Fast Castle
30 726 10:56 14:55 ⛏ Fast Castle
25 613 10:29 14:30 ⛏ Fast Castle
15 356 11:14 15:58 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,530 3,280 3,800 100 14,710 14,827
5,600 5,180 450 900 12,130 13,288
4,950 4,234 2,755 0 11,939 12,113
5,180 2,552 1,090 690 9,512 9,923
4,800 3,415 385 750 9,350 12,005
4,885 2,663 1,070 650 9,268 9,954
3,550 3,288 550 200 7,588 7,780
3,085 2,595 1,075 30 6,785 7,822
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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