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Nomad

510689852Analyzed
2v2 RM · 1d ago on Oct 2, 2026· 52m 17s· 4 players
Game mode
Random Map
Map size
176×176
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
🇦🇺 Saxons · Australia
829
+9
🇨🇱 Byzantines · Chile
719
+13
🇵🇹 Portuguese · Portugal
669
-11
🇰🇷 Romans · South Korea
665
-11
Player eAPM Actions Feudal Castle Imperial Opening
20 1,055 15:16 25:34 36:00 ⚔ Fish Boom into Skirms
18 939 14:26 23:27 35:02 ⛏ Fast Castle
18 921 15:46 25:08 35:50 ⚔ Fish Boom into Drush FC
17 865 17:32 26:09 32:08 ⛏ Fish Boom into Galleys FC into Fast Imp

Resources

Player Food Wood Gold Stone Spent Collected
16,135 23,803 10,835 4,850 55,623 61,787
23,000 19,605 10,110 1,000 53,715 77,291
21,595 21,470 6,940 1,600 51,605 69,633
8,810 8,855 5,615 1,800 25,080 29,385
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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