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Lombardia

510193398Analyzed
4v4 RM · 2d ago on Sep 29, 2026· 52m 43s· 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
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Player eAPM Actions Feudal Castle Imperial Opening
58 3,075 9:03 19:36 35:09 ⚔ Scout Rush
56 2,949 8:25 19:24 32:37 ⚔ Scout Rush
53 2,795 10:57 15:05 39:09 ⛏ Fast Castle
52 2,761 10:04 16:44 35:07 ⛏ Fast Castle
48 2,520 8:00 20:17 32:09 ⚔ Scout Rush
41 2,167 10:08 14:11 35:36 ⛏ Fast Castle
37 1,960 10:05 23:22 43:41 ⚔ Scout Rush
33 1,735 9:40 20:48 34:24 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
27,250 50,155 17,240 5,880 100,525 104,650
30,825 25,094 20,000 2,305 78,224 87,410
28,390 29,655 11,545 1,600 71,190 76,768
27,280 25,754 9,585 4,500 67,119 75,569
17,895 26,085 15,395 4,300 63,675 74,263
30,305 19,539 10,605 1,055 61,504 66,285
14,430 22,545 17,575 3,565 58,115 66,216
28,125 16,430 6,960 3,300 54,815 56,254
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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