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Baltic

510555935Analyzed
4v4 RM · 2d ago on Oct 1, 2026· 23m 49s· 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
54 1,296 10:31 21:31 — ⚔ Archer Rush
48 1,134 9:23 17:51 — ⛏ Fish Boom into Galleys FC
48 1,132 9:51 22:33 — ⚔ Fish Boom into Galleys into Scouts
47 1,108 8:55 19:15 — ⚔ Scout Rush
45 1,078 9:17 21:44 — ⚔ Archer Rush
45 1,062 9:56 22:53 — ⚔ Fish Boom into Archers
39 926 12:13 16:24 — ⛏ Fish Boom FC
28 659 10:26 15:14 — ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
4,825 6,688 2,050 100 13,663 14,420
4,600 6,655 1,895 100 13,250 13,403
4,895 5,006 2,595 100 12,596 13,050
5,980 3,850 1,525 0 11,355 12,257
5,510 3,710 1,460 230 10,910 12,181
4,780 4,139 1,870 0 10,789 11,971
4,225 3,784 1,570 150 9,729 11,172
5,025 2,834 250 1,160 9,269 9,701
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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