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Nomad

508255483Analyzed
2v2 RM · 28d ago on Sep 21, 2026· 34m 6s· 4 players
Game mode
Random Map
Map size
176×176
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
🇸🇪 Huns · Sweden
926
+12
🇸🇪 Byzantines · Sweden
877
+14
vs
🇩🇪 Cumans · Germany
830
-13
🇩🇪 Persians · Germany
829
-13
Player eAPM Actions Feudal Castle Imperial Opening
18 624 19:23 — — ⚔ Fish Boom into Drush
18 629 15:39 29:30 — ⚔ M@A Rush
16 531 15:53 33:54 — ⚔ Towers into Scouts
15 504 18:20 22:44 30:57 ⚔ Fish Boom into Drush FC into Fire Galleys

Resources

Player Food Wood Gold Stone Spent Collected
7,315 7,524 2,640 1,030 18,509 20,265
10,555 5,028 2,020 100 17,703 18,855
6,545 3,673 375 1,885 12,478 17,934
3,025 3,573 300 335 7,233 7,886
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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