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Lombardia

507440805Analyzed
4v4 RM · 15d ago on Sep 18, 2026· 40m 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
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🇹🇷 Mongols · Türkiye
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🇨🇳 Huns · China
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Player eAPM Actions Feudal Castle Imperial Opening
30 1,200 11:49 22:22 34:42 ⚔ Archer Rush
29 1,171 9:58 27:27 —
26 1,033 12:50 25:57 — ⛏ Fast Castle
23 939 10:18 29:36 — ⚔ Tower Rush
15 587 12:16 17:04 32:17 ⛏ Fast Castle
15 601 12:19 19:59 38:03 ⚔ FC into Scouts
13 535 12:41 — — ⚔ Scout Rush
12 483 11:43 23:02 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
14,940 9,550 6,975 1,730 33,195 40,195
9,975 6,745 2,745 2,050 21,515 26,320
10,785 6,500 1,500 2,275 21,060 24,324
9,005 7,390 3,195 1,055 20,645 25,391
10,250 4,915 3,930 875 19,970 24,379
7,645 6,201 1,825 1,925 17,596 19,197
10,500 6,415 350 225 17,490 20,398
7,200 7,700 880 0 15,780 23,367
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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