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Lombardia

509259004Analyzed
4v4 RM · 5d ago on Sep 26, 2026· 39m 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
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Player eAPM Actions Feudal Castle Imperial Opening
49 1,915 10:48 14:41 27:57 ⛏ Fast Castle
40 1,568 10:26 18:13 34:58 ⚔ Archer Rush
39 1,538 10:12 22:39 — ⚔ Scout Rush
28 1,118 10:29 16:44 34:26 ⛏ Fast Castle
27 1,070 11:37 18:01 — ⛏ Fast Castle
26 1,013 10:43 16:55 31:53 ⛏ Fast Castle
19 755 8:50 16:16 37:09 ⛏ Fast Castle
17 685 13:12 20:51 — ⚔ Scouts FC

Resources

Player Food Wood Gold Stone Spent Collected
24,480 22,148 21,270 1,050 68,948 72,701
15,350 15,227 10,395 2,150 43,122 50,648
17,555 13,735 6,795 3,095 41,180 42,976
19,495 9,188 7,730 200 36,613 42,543
14,055 9,280 8,070 2,150 33,555 37,095
12,805 13,246 5,695 1,150 32,896 39,687
13,580 12,800 2,460 3,000 31,840 39,778
10,555 8,600 2,890 2,040 24,085 25,030
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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