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Baltic

511056143Analyzed
4v4 RM · 2h ago on Oct 3, 2026· 34m 41s· 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
80 2,769 9:32 19:54 27:30 ◆ Galleys FC
39 1,345 11:50 16:15 28:38 ⛏ Fast Castle
36 1,239 10:29 21:43 32:48 ⛏ Fish Boom into Fire Galleys FC
28 962 11:40 17:31 30:52 ⛏ Fast Castle
26 900 12:16 16:04 — ⛏ Fast Castle
23 792 11:26 15:12 33:25 ⛏ Fast Castle
23 786 8:53 24:13 — ⛏ Fire Galleys into Fish Boom FC
23 792 10:56 16:31 30:04 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
15,195 7,960 6,745 215 30,115 34,373
11,800 12,440 3,980 1,150 29,370 33,301
11,050 9,274 4,070 1,705 26,099 31,138
8,150 8,352 4,125 1,560 22,187 23,559
7,385 10,037 4,465 200 22,087 22,240
9,875 6,794 2,835 1,570 21,074 21,896
9,305 7,345 3,675 200 20,525 23,467
9,700 7,065 2,400 290 19,455 21,297
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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