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Lombardia

510091717Analyzed
3v3 RM · 1d ago on Sep 29, 2026· 34m 36s· 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
🇬🇧 Dravidians · United Kingdom
1446
+11
🇬🇧 Khmer · United Kingdom
1413
+13
🇺🇸 Khitans · United States
1392
+13
🇨🇱 Celts · Chile
1356
-13
🇨🇳 Inca · China
1356
-13
🇨🇳 Mongols · China
1308
-11
Player eAPM Actions Feudal Castle Imperial Opening
66 2,283 9:25 21:58 — ⚔ Archer Rush
43 1,505 10:09 17:05 — ⛏ Fast Castle
39 1,349 9:51 23:39 — ⚔ Scout Rush
35 1,218 11:37 15:26 — ⛏ Fast Castle
33 1,151 9:57 16:58 — ⛏ Fast Castle
32 1,118 9:40 21:02 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
13,395 10,303 6,550 2,900 33,148 35,093
12,725 5,765 890 335 19,715 21,734
10,045 4,610 3,700 200 18,555 20,173
6,920 6,379 4,970 100 18,369 20,237
5,595 4,238 945 940 11,718 13,006
3,360 2,040 400 170 5,970 5,717
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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