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Lombardia

507710351Analyzed
4v4 RM · 13d ago on Sep 19, 2026· 10m 59s· 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
🇨🇳 Romans · China
1939
+5
🇨🇳 Dravidians · China
1931
+5
🇨🇳 Sicilians · China
1803
+9
🇨🇳 Bohemians · China
1690
+13
🇭🇰 Koreans · Hong Kong SAR China
1696
-10
🇹🇼 Italians · Taiwan
1642
-8
🇨🇳 Teutons · China
1632
-7
🇨🇳 Cumans · China
1622
-7
Player eAPM Actions Feudal Castle Imperial Opening
63 694 10:46 — —
61 673 — — —
59 648 8:49 — — ⚔ Scout Rush
57 627 10:30 — —
53 584 — — —
50 548 10:57 — —
46 511 — — —
41 446 8:35 — —

Resources

Player Food Wood Gold Stone Spent Collected
2,095 1,040 0 0 3,135 2,985
1,975 750 0 100 2,825 3,075
1,750 974 0 0 2,724 3,234
1,700 738 50 0 2,488 3,666
1,550 692 0 0 2,242 3,268
1,400 740 0 25 2,165 2,818
1,600 553 0 0 2,153 3,338
1,600 489 50 0 2,139 2,918
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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