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Highland

504038218Analyzed
4v4 RM · 6d ago on Sep 3, 2026· 14m 17s· 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
🇪🇸 Mongols · Spain
723
+8
🇨🇦 Khmer · Canada
662
+11
🇺🇸 Britons · United States
448
+20
🇧🇷 Teutons · Brazil
432
+21
🇨🇳 Wu · China
568
-16
🇦🇺 Tatars · Australia
545
-15
🇧🇷 Persians · Brazil
539
-15
🇺🇸 Gurjaras · United States
530
-14
Player eAPM Actions Feudal Castle Imperial Opening
22 310 10:32
19 269 13:11 ⚔ M@A Rush
17 248 ⚔ Drush
12 174 12:08
11 162 12:48
6 86
5 68
0 3

Resources

Player Food Wood Gold Stone Spent Collected
3,230 1,080 0 0 4,310 4,297
2,725 850 0 0 3,575 3,652
2,050 1,060 160 0 3,270 3,480
2,000 660 100 130 2,890 3,499
1,925 625 50 0 2,600 2,959
800 150 50 0 1,000 1,110
400 275 50 0 725 719
0 0 0 0 0 0
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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