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Lombardia

510179145Analyzed
4v4 RM · 1d ago on Sep 29, 2026· 11m 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
🇹🇷 Magyars · Türkiye
1181
+17
🇨🇾 Mongols · Cyprus
1177
+17
🇩🇪 Varangians · Germany
1135
+19
🇩🇪 Danes · Germany
1134
+19
🇬🇧 Vikings · United Kingdom
1236
-19
🇺🇸 Maya · United States
1235
-19
🇺🇸 Magyars · United States
1206
-18
🇨🇱 Wei · Chile
1142
-16
Player eAPM Actions Feudal Castle Imperial Opening
48 560 11:07 — —
38 448 8:42 — — ⚔ Scout Rush
37 434 10:59 — —
34 401 10:49 — —
32 373 11:12 — —
29 343 9:05 — —
24 285 8:44 — —
23 265 11:36 — —

Resources

Player Food Wood Gold Stone Spent Collected
3,300 553 50 0 3,903 4,545
2,215 910 50 0 3,175 3,381
2,050 949 50 0 3,049 3,731
1,750 650 50 0 2,450 2,823
1,650 577 0 0 2,227 3,219
1,450 525 50 0 2,025 2,775
1,250 675 50 0 1,975 2,851
1,650 200 50 0 1,900 2,431
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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