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513591187Analyzed
4v4 RM · 2d ago on Oct 14, 2026· 24m 7s· 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
🇦🇷 Mongols · Argentina
933
+11
🇨🇳 Turks · China
908
+12
🇦🇺 Persians · Australia
902
+12
🇨🇳 Khmer · China
894
+13
vs
🇭🇺 Berbers · Hungary
855
-13
🇨🇳 Huns · China
853
-14
🇨🇳 Inca · China
798
-11
🇹🇷 Romans · Türkiye
770
-10
Player eAPM Actions Feudal Castle Imperial Opening
43 1,049 18:17 — — ⚔ M@A Rush
36 875 — — — ⚔ Drush
33 788 9:14 16:53 — ⛏ Fast Castle
26 638 13:58 — — ⚔ Skirmisher Rush
24 588 11:37 15:32 — ◆ FC into Fast Imp
15 361 11:50 17:17 — ⛏ Fast Castle
15 370 10:43 15:57 — ⛏ Fast Castle
13 320 11:50 17:45 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,450 11,135 340 0 14,925 16,146
6,470 3,745 1,350 200 11,765 12,177
6,350 3,735 1,000 200 11,285 12,743
4,650 3,815 1,000 0 9,465 10,028
4,275 2,740 800 235 8,050 9,312
3,470 2,793 200 100 6,563 8,825
3,400 2,085 210 100 5,795 7,097
2,650 928 60 100 3,738 4,000
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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