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Nomad

508815612Analyzed
2v2 RM · 6d ago on Sep 24, 2026· 57m 53s· 4 players
Game mode
Random Map
Map size
176×176
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
🇦🇺 Saxons · Australia
929
+14
🇦🇷 Chinese · Argentina
914
+15
🇨🇳 Franks · China
920
-16
🇨🇳 Celts · China
859
-13
Player eAPM Actions Feudal Castle Imperial Opening
23 1,342 18:18 23:36 34:52 ⛏ Fish Boom FC
22 1,293 13:47 33:38 52:55 ⚔ Towers into Archers
21 1,201 16:25 23:53 38:58 ⚔ Fish Boom into Archers
19 1,097 14:13 26:41 39:49 ⚔ Fish Boom into M@A into Archers

Resources

Player Food Wood Gold Stone Spent Collected
22,875 20,655 15,020 1,870 60,420 73,723
24,400 15,808 8,950 3,165 52,323 54,786
22,535 14,427 10,910 3,780 51,652 53,141
14,335 6,340 8,290 3,185 32,150 34,442
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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