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Lombardia

510033825Analyzed
4v4 RM · 3d ago on Sep 29, 2026· 45m 39s· 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
77 3,518 9:23 20:05 43:21 ⚔ Scout Rush
37 1,674 10:05 24:02 40:04 ⚔ Scout Rush
36 1,657 9:49 22:17 38:18 ⚔ Scout Rush
27 1,221 10:18 20:54 32:15 ⛏ Fast Castle
26 1,170 10:46 15:39 37:40 ⛏ Fast Castle
18 810 12:22 21:56 40:56 ⚔ Skirmisher Rush
16 751 11:51 23:02 38:11
0 7 — — —

Resources

Player Food Wood Gold Stone Spent Collected
24,220 12,275 14,480 1,500 52,475 59,847
15,035 14,028 9,900 2,970 41,933 48,480
13,400 12,914 8,150 850 35,314 38,083
12,210 11,295 8,395 2,285 34,185 48,431
17,375 9,291 6,165 1,140 33,971 40,799
15,505 8,535 7,905 895 32,840 34,433
13,325 7,002 8,775 1,665 30,767 33,207
0 0 0 0 0 0
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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