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514539726Analyzed
4v4 RM · 5h ago on Oct 18, 2026· 4m 26s· 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
🇱🇹 Britons · Lithuania
1426
+29
🇺🇸 Franks · United States
1375
+29
🇳🇱 Burgundians · Netherlands
1339
+29
🇮🇹 Romans · Italy
1338
+30
vs
🇻🇳 Khitans · Vietnam
1984
-32
🇨🇳 Magyars · China
1866
-30
🇺🇸 Japanese · United States
1691
-28
🇦🇷 Italians · Argentina
1634
-27
Player eAPM Actions Feudal Castle Imperial Opening
65 291 — — —
56 250 — — —
52 233 — — —
52 231 — — —
48 213 — — —
46 204 — — —
37 164 — — —
3 14 — — —

Resources

Player Food Wood Gold Stone Spent Collected
2,000 125 0 0 2,125 2,099
750 200 0 0 950 742
700 125 0 0 825 837
600 150 0 0 750 743
550 150 0 0 700 784
500 125 0 0 625 585
400 225 0 0 625 556
250 0 0 0 250 250
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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