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Lombardia

507401678Analyzed
3v3 RM · 13d ago on Sep 18, 2026· 35m 51s· 6 players
Game mode
Random Map
Map size
Normal (6 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
🇦🇷 Britons · Argentina
1439
+13
🇦🇷 Saracens · Argentina
1437
+13
🇦🇷 Huns · Argentina
1408
+13
🇺🇸 Chinese · United States
1398
-14
🇺🇸 Mongols · United States
1386
-14
🇺🇸 Turks · United States
1305
-11
Player eAPM Actions Feudal Castle Imperial Opening
83 2,988 8:53 24:16 — ⚔ Scout Rush
60 2,150 9:36 25:33 — ⚔ Scout Rush
59 2,112 8:18 25:27 — ⚔ Scout Rush
38 1,376 9:38 26:01 — ⚔ Scout Rush
36 1,279 9:24 29:50 — ⚔ Scout Rush
24 878 8:54 30:40 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,780 7,037 1,550 100 20,467 20,934
11,365 4,686 3,470 200 19,721 20,404
8,435 5,858 2,450 1,525 18,268 19,937
11,080 3,825 2,590 100 17,595 18,017
11,305 4,894 800 290 17,289 17,928
4,735 4,484 3,425 100 12,744 12,994
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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