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514451276Analyzed
4v4 RM · 10h ago on Oct 18, 2026· 16m 56s· 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
🇺🇸 Muisca · United States
1297
+14
🇧🇷 Hindustanis · Brazil
1295
+15
🇨🇴 Khmer · Colombia
1280
+15
🇺🇸 Ethiopians · United States
1219
+19
vs
🇲🇽 Saxons · Mexico
1288
-17
🇦🇷 Varangians · Argentina
1264
-16
🇦🇹 Romans · Austria
1255
-15
🇨🇦 Hindustanis · Canada
1238
-15
Player eAPM Actions Feudal Castle Imperial Opening
46 773 8:56 — — ⚔ Scout Rush
44 751 10:26 14:50 — ⛏ Fast Castle
30 504 10:31 14:41 — ⛏ Fast Castle
28 468 8:51 — — ⚔ M@A Rush
28 478 8:58 — — ⚔ Scout Rush
26 442 10:09 — — ⚔ Archer Rush
23 396 — — —
23 389 8:55 — — ⚔ Champi Rush

Resources

Player Food Wood Gold Stone Spent Collected
3,570 2,178 490 200 6,438 6,364
2,200 2,495 770 45 5,510 6,200
2,735 2,094 170 115 5,114 6,195
3,045 1,725 50 125 4,945 5,227
2,465 1,920 335 155 4,875 4,890
2,300 1,430 250 0 3,980 5,378
2,325 1,295 0 0 3,620 3,989
1,500 250 50 0 1,800 2,721
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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