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Lombardia

508761249Analyzed
4v4 RM · 9d ago on Sep 23, 2026· 35m 55s· 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
51 1,833 9:03 23:36 — ⚔ Scout Rush
45 1,613 10:42 15:18 32:51 ⛏ Fast Castle
43 1,555 9:32 20:18 —
40 1,423 9:18 18:47 32:23 ⚔ Scout Rush
39 1,417 9:18 20:01 34:00 ⚔ Scout Rush
33 1,174 10:24 14:52 31:32 ⛏ Fast Castle
32 1,137 9:11 23:02 28:26 ⚔ Scout Rush
19 673 11:57 16:27 32:39 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
18,955 13,308 7,765 1,235 41,263 44,954
13,225 10,363 5,185 2,280 31,053 34,143
14,450 8,606 6,570 200 29,826 32,756
14,345 10,527 3,680 455 29,007 32,762
11,275 9,905 3,655 2,250 27,085 30,326
10,320 11,149 3,525 1,695 26,689 31,028
12,995 8,286 2,640 1,830 25,751 29,323
10,620 4,928 3,370 150 19,068 21,876
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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