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515744367Analyzed
4v4 RM · 3d ago on Oct 23, 2026· 21m 15s· 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
🇮🇹 Shu · Italy
1412
+11
🇨🇦 Cumans · Canada
1227
+18
🇦🇷 Britons · Argentina
1196
+19
🇮🇹 Cumans · Italy
1187
+20
vs
🇲🇽 Teutons · Mexico
1315
-19
🇨🇳 Saxons · China
1288
-17
🇲🇽 Burgundians · Mexico
1274
-17
🇨🇳 Huns · China
1229
-15
Player eAPM Actions Feudal Castle Imperial Opening
54 1,147 11:03 20:47 — ⚔ M@A into Archers
49 1,031 11:14 15:02 — ⛏ Fast Castle
38 814 9:03 — — ⚔ M@A into Towers into Archers
35 745 9:30 — —
35 751 8:38 — — ⚔ Tower Rush
27 579 10:13 — — ⚔ Archer Rush
24 511 11:03 15:39 — ⛏ Fast Castle
19 408 11:36 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,920 3,140 1,725 100 9,885 9,611
4,760 2,920 925 200 8,805 9,413
3,975 3,295 1,290 125 8,685 9,272
4,200 2,761 530 770 8,261 9,340
2,860 4,130 500 200 7,690 8,420
3,450 1,734 50 635 5,869 6,477
2,875 2,205 370 75 5,525 6,905
3,025 1,925 70 10 5,030 6,981
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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