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Lombardia

508517419Analyzed
4v4 RM · 8d ago on Sep 22, 2026· 49m 11s· 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
35 1,712 10:00 25:25 — ⚔ Scout Rush
26 1,269 11:52 15:35 — ⛏ Fast Castle
21 1,019 9:49 22:58 35:21 ⚔ Archer Rush
19 958 12:43 24:11 — ⛏ Fast Castle
16 802 11:27 26:19 40:27
13 649 12:05 19:53 25:52 ◆ FC into Fast Imp
10 501 10:38 18:57 41:57 ⛏ Fast Castle
9 446 11:30 21:16 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
15,100 11,508 9,515 3,060 39,183 47,938
18,355 6,348 10,010 4,185 38,898 44,031
18,570 8,555 10,660 910 38,695 44,415
13,380 9,065 5,365 950 28,760 30,337
11,925 5,924 3,840 825 22,514 24,863
6,120 6,312 1,000 2,520 15,952 17,354
7,700 5,534 640 220 14,094 20,413
5,890 4,215 1,165 200 11,470 12,411
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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