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503722631Analyzed
4v4 RM · 1mo ago on Sep 2, 2026· 12m 59s· 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
🇲🇽 Aztecs · Mexico
1605
+11
🇲🇽 Huns · Mexico
1588
+12
🇲🇽 Byzantines · Mexico
1580
+12
🇵🇪 Khmer · Peru
1492
+16
🇺🇸 Vietnamese · United States
1519
-14
🇨🇳 Teutons · China
1512
-14
🇦🇷 Poles · Argentina
1475
-12
🇦🇷 Japanese · Argentina
1448
-11
Player eAPM Actions Feudal Castle Imperial Opening
71 926 11:07 — — ⛏ Fast Castle
70 914 9:50 — — ⚔ M@A into Archers
51 666 8:50 — — ⚔ M@A Rush
50 655 9:51 — — ⛏ Fast Castle
45 581 9:03 — — ⚔ Tower Rush
34 438 10:59 — — ⛏ Fast Castle
33 431 8:41 — — ⚔ Tower Rush
0 5 — — —

Resources

Player Food Wood Gold Stone Spent Collected
2,675 1,250 200 0 4,125 4,094
2,375 954 100 500 3,929 3,850
1,885 1,530 200 125 3,740 3,584
2,425 1,110 200 0 3,735 4,899
2,375 920 200 0 3,495 4,118
1,900 1,008 345 0 3,253 3,295
1,450 420 50 250 2,170 2,675
0 0 0 0 0 237
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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