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503555773Analyzed
4v4 RM · 1mo ago on Sep 1, 2026· 42m 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
🇹🇼 Britons · Taiwan
1399
+11
🇨🇳 Japanese · China
1375
+13
🇯🇵 Georgians · Japan
1332
+14
1242
+19
🇺🇸 Armenians · United States
1312
-15
1308
-15
🇭🇰 Persians · Hong Kong SAR China
1300
-14
🇹🇼 Poles · Taiwan
1273
-13
Player eAPM Actions Feudal Castle Imperial Opening
43 1,837 11:06 14:39 33:43 ⛏ Fast Castle
33 1,427 9:03 25:45 — ⚔ M@A Rush
27 1,168 9:56 21:18 — ⚔ M@A Rush
22 934 10:35 31:28 — ⛏ Fast Castle
22 940 11:00 17:41 39:58 ⛏ Fast Castle
18 769 — — —
17 720 9:03 — — ⚔ Archer Rush
11 460 13:06 19:05 — ⚔ FC into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
23,025 9,590 9,680 3,000 45,295 60,037
15,630 7,840 8,420 1,560 33,450 41,003
12,680 10,605 3,065 1,405 27,755 29,653
8,480 4,025 1,845 30 14,380 15,080
6,375 6,402 300 905 13,982 17,302
5,430 5,000 1,470 495 12,395 14,716
8,270 3,352 350 200 12,172 15,009
2,450 1,938 50 500 4,938 5,777
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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