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503300869Analyzed
4v4 RM · 1mo ago on Aug 31, 2026· 13m 31s· 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
🇵🇹 Britons · Portugal
1654
+9
🇺🇸 Hindustanis · United States
1550
+13
🇲🇽 Lithuanians · Mexico
1513
+15
🇺🇸 Celts · United States
1493
+16
🇧🇷 Maya · Brazil
1558
-16
🇨🇴 Persians · Colombia
1555
-16
🇳🇿 Britons · New Zealand
1446
-11
🇦🇷 Portuguese · Argentina
1423
-10
Player eAPM Actions Feudal Castle Imperial Opening
65 882 10:37 — — ⛏ Fast Castle
60 813 10:26 — — ⚔ Scout Rush
60 812 9:15 — — ⛏ Fast Castle
51 690 9:24 — —
49 663 10:59 — — ⛏ Fast Castle
38 514 9:36 — —
31 425 — — —
0 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
3,230 1,550 0 0 4,780 4,679
2,800 1,495 200 0 4,495 4,189
2,825 1,320 200 0 4,345 4,391
2,575 1,105 200 0 3,880 4,461
1,750 625 0 0 2,375 2,809
1,550 350 0 0 1,900 2,673
1,250 250 0 0 1,500 2,135
0 0 0 0 0 0
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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