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Lombardia

509013179Analyzed
4v4 RM · 6d ago on Sep 25, 2026· 32m 43s· 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
48 1,560 10:56 14:44 — ⛏ Fast Castle
46 1,520 9:55 15:02 — ⛏ Fast Castle
38 1,257 12:28 16:59 — ⛏ Fast Castle
38 1,252 9:20 21:23 — ⚔ Scout Rush
38 1,237 9:33 22:41 — ⚔ Archer Rush
26 865 11:02 24:48 — ⚔ Scout Rush
18 599 10:03 23:54 — ⚔ Archer Rush
12 388 10:56 15:51 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
11,730 6,341 4,730 850 23,651 24,012
11,665 5,362 3,670 100 20,797 21,224
7,975 6,708 4,355 1,600 20,638 21,908
6,750 7,818 3,945 375 18,888 20,350
6,230 4,794 1,950 1,500 14,474 15,270
7,540 4,456 775 100 12,871 14,919
5,415 3,915 1,170 915 11,415 11,435
4,830 3,437 795 200 9,262 10,591
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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