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Nomad

510067404Analyzed
2v2 RM · 2d ago on Sep 29, 2026· 47m 26s· 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
🇨🇳 Lithuanians · China
1220
+18
🇵🇰 Persians · Pakistan
1165
+19
🇩🇪 Vikings · Germany
1261
-19
🇨🇭 Japanese · Switzerland
1242
-18
Player eAPM Actions Feudal Castle Imperial Opening
48 2,271 13:20 17:37 33:50 ⛏ Fish Boom FC
37 1,744 14:20 18:37 35:52 ⛏ Fish Boom FC
28 1,313 14:12 26:27 39:03 ⚔ Fish Boom into Scouts
18 864 14:35 24:18 — ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
22,715 14,687 13,025 3,150 53,577 58,063
17,010 15,776 8,275 3,065 44,126 45,281
12,695 13,415 6,475 4,325 36,910 38,440
11,865 11,351 5,005 2,155 30,376 31,712
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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