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Nomad

510032396Analyzed
2v2 RM · 2d ago on Sep 29, 2026· 82m 55s· 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
🇲🇽 Italians · Mexico
907
+18
🇨🇴 Dravidians · Colombia
907
+18
🇦🇷 Ethiopians · Argentina
960
-53
🇵🇪 Vikings · Peru
940
-18
Player eAPM Actions Feudal Castle Imperial Opening
30 2,489 14:58 21:29 39:03 ⛏ Fish Boom FC
28 2,357 15:08 22:48 43:04 ⚔ Fish Boom into Scouts FC
26 2,134 15:06 21:47 33:44 ⛏ Fish Boom FC
12 1,022 17:29 32:01 53:34

Resources

Player Food Wood Gold Stone Spent Collected
34,450 25,360 16,235 7,040 83,085 112,695
24,625 25,480 10,155 3,300 63,560 107,109
26,085 18,722 15,765 1,560 62,132 70,354
22,875 9,820 12,060 6,175 50,930 54,052
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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