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Lombardia

507792885Analyzed
4v4 RM · 13d ago on Sep 19, 2026· 35m 19s· 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
57 2,016 8:49 18:41 — ⚔ Scout Rush
48 1,691 10:46 15:26 35:13 ⛏ Fast Castle
46 1,615 11:25 15:19 33:10 ⛏ Fast Castle
43 1,510 11:26 18:27 — ⚔ Scout Rush
35 1,239 11:13 15:07 — ⛏ Fast Castle
34 1,189 10:49 15:22 — ⛏ Fast Castle
34 1,203 11:01 14:41 28:26 ⛏ Fast Castle
34 1,197 10:50 14:40 33:50 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
19,360 10,355 8,335 1,725 39,775 42,664
15,920 12,166 3,145 2,025 33,256 38,659
14,540 10,694 5,535 1,105 31,874 33,062
10,825 10,541 5,045 215 26,626 30,689
13,015 7,775 2,610 1,300 24,700 30,411
9,090 10,091 3,585 835 23,601 27,380
11,435 6,586 2,850 990 21,861 26,520
6,090 8,288 4,435 370 19,183 22,652
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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