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Lombardia

507843129Analyzed
4v4 RM · 12d ago on Sep 19, 2026· 38m 16s· 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
57 2,192 11:24 20:50 35:28 ⚔ Scout Rush
57 2,196 9:34 22:57 — ⚔ Scout Rush
53 2,021 10:59 14:40 37:02 ⛏ Fast Castle
49 1,861 9:25 22:12 36:08 ⚔ Scout Rush
43 1,639 9:38 24:13 — ⚔ Archer Rush
36 1,372 11:20 18:36 35:33 ⛏ Fast Castle
32 1,228 9:49 22:37 — ⚔ Scout Rush
23 875 8:43 19:33 33:59 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
15,150 13,965 5,765 3,515 38,395 41,297
15,035 9,873 6,785 300 31,993 33,885
12,525 9,692 5,440 1,590 29,247 30,492
10,435 9,797 6,490 205 26,927 29,081
17,535 7,812 670 200 26,217 28,122
10,550 8,825 4,430 1,625 25,430 27,498
12,250 5,995 5,175 1,500 24,920 26,388
6,100 7,234 4,685 325 18,344 19,706
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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