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Lombardia

510269837Analyzed
4v4 RM · 3d ago on Sep 30, 2026· 37m 49s· 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
46 1,731 8:49 18:15 33:31 ⚔ Scout Rush
26 975 11:02 15:40 33:30 ⛏ Fast Castle
26 995 10:58 17:52 36:14 ⛏ Fast Castle
25 956 12:06 16:09 — ⛏ Fast Castle
24 890 9:35 22:33 — ⚔ Scout Rush
21 808 9:28 21:46 34:02 ⚔ Scout Rush
19 730 10:29 15:22 33:16 ⛏ Fast Castle
12 443 11:18 19:12 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
20,805 12,341 7,980 2,350 43,476 46,444
13,145 11,673 6,235 1,550 32,603 37,537
11,700 10,568 7,605 2,335 32,208 38,168
12,855 12,460 3,550 1,525 30,390 34,016
15,420 7,701 4,770 1,045 28,936 31,773
12,915 8,200 5,145 940 27,200 32,701
5,695 4,893 300 420 11,308 12,824
5,760 4,077 620 105 10,562 11,834
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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