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Lombardia

507387883Analyzed
4v4 RM · 14d ago on Sep 18, 2026· 68m 23s· 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
82 5,636 9:15 18:20 37:15 ⚔ Scout Rush
60 4,084 10:46 16:55 38:10
48 3,292 11:09 15:16 33:16 ⛏ Fast Castle
41 2,771 9:51 21:58 41:04 ⚔ Archer Rush
39 2,689 12:26 16:10 45:07 ⛏ Fast Castle
38 2,626 11:22 15:20 41:03 ⛏ Fast Castle
38 2,619 12:06 19:04 38:55
35 2,374 8:08 19:22 35:55 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
73,410 21,999 20,385 3,000 118,794 131,474
46,220 38,602 21,570 3,000 109,392 114,634
41,800 29,580 20,860 5,555 97,795 102,207
14,200 33,059 22,890 6,050 76,199 88,849
38,130 18,607 15,595 2,045 74,377 74,952
26,535 28,560 11,860 2,445 69,400 70,848
22,250 28,438 14,625 1,850 67,163 70,855
15,835 21,079 14,890 3,120 54,924 62,437
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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