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Lombardia

508977203Analyzed
4v4 RM · 7d ago on Sep 24, 2026· 20m 2s· 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
🇳🇱 Tupi · Netherlands
1180
+15
🇺🇸 Magyars · United States
1149
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🇻🇪 Poles · Venezuela
1141
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🇭🇰 Khmer · Hong Kong SAR China
1137
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1340
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🇲🇽 Hindustanis · Mexico
1161
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1144
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🇦🇷 Celts · Argentina
1004
-10
Player eAPM Actions Feudal Castle Imperial Opening
45 894 9:19 — — ⚔ Scout Rush
37 738 11:26 17:34 — ⛏ Fast Castle
32 632 12:00 18:02 —
24 480 11:10 — — ⚔ Scout Rush
21 418 11:48 — —
20 393 10:33 20:00 —
17 345 9:33 — —
13 260 — — —

Resources

Player Food Wood Gold Stone Spent Collected
4,875 2,685 350 0 7,910 8,469
4,675 2,349 200 235 7,459 8,535
3,545 2,752 655 225 7,177 7,103
4,015 2,612 100 0 6,727 7,515
3,440 2,040 200 185 5,865 6,334
1,300 530 50 0 1,880 2,811
1,250 580 50 0 1,880 2,781
700 452 50 0 1,202 2,095
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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