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Nomad

503810465Analyzed
3v3 RM · 2mo ago on Sep 2, 2026· 31m 46s· 6 players
Game mode
Random Map
Map size
210×210
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
🇦🇺 Ethiopians · Australia
922
+13
🇦🇺 Huns · Australia
919
+13
🇦🇺 Franks · Australia
891
+14
vs
🇨🇳 Britons · China
888
-15
🇵🇹 Vikings · Portugal
850
-13
🇹🇭 Poles · Thailand
828
-12
Player eAPM Actions Feudal Castle Imperial Opening
30 962 15:15 22:52 — ⚔ Archer Rush
30 951 12:27 24:46 — ⚔ Scouts into Archers
28 895 16:09 23:55 — ⚔ Scouts FC
26 828 15:37 21:39 — ⛏ Fish Boom
14 457 16:56 30:31 — ⚔ Fish Boom into Scouts
13 403 17:25 25:01 — ⚔ Drush FC

Resources

Player Food Wood Gold Stone Spent Collected
5,650 5,776 2,770 100 14,296 15,935
6,110 4,200 1,300 1,000 12,610 14,122
6,725 4,200 570 0 11,495 15,133
5,335 3,488 450 950 10,223 10,039
4,635 3,700 970 850 10,155 11,246
3,990 2,603 440 1,400 8,433 7,601
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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