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514103829Analyzed
4v4 RM · 16d ago on Oct 16, 2026· 5m 10s· 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
🇨🇳 Italians · China
1706
+12
🇨🇴 Japanese · Colombia
1633
+15
🇮🇹 Portuguese · Italy
1618
+15
🇨🇳 Inca · China
1610
+16
vs
🇧🇪 Vikings · Belgium
1719
-20
🇦🇷 Persians · Argentina
1618
-15
🇹🇷 Muisca · Türkiye
1553
-12
🇩🇪 Malay · Germany
1530
-11
Player eAPM Actions Feudal Castle Imperial Opening
107 556 — — —
60 309 — — —
42 219 — — —
40 207 — — —
22 113 — — —
14 72 — — —
14 73 — — —
13 69 — — —

Resources

Player Food Wood Gold Stone Spent Collected
850 225 0 0 1,075 1,085
900 150 0 0 1,050 889
700 175 0 0 875 962
550 125 50 0 725 688
400 0 0 0 400 283
250 0 0 0 250 554
0 25 0 0 25 100
0 25 0 0 25 160
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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