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Lombardia

510223373Analyzed
4v4 RM · 3d ago on Sep 30, 2026· 40m 46s· 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
53 2,150 11:54 21:53 — ⛏ Fast Castle
41 1,660 9:27 21:33 37:22 ⛏ Fast Castle
38 1,537 10:28 25:45 38:50 ⚔ Archers into Skirms
28 1,130 11:31 25:26 — ⚔ Scout Rush
28 1,132 10:20 21:15 39:48 ⛏ Fast Castle
26 1,062 11:48 17:32 35:52 ⛏ Fast Castle
25 999 11:24 22:02 39:20 ⚔ Scout Rush
18 751 12:39 20:59 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
19,500 11,627 8,615 1,070 40,812 52,466
14,705 12,204 5,300 1,020 33,229 37,738
14,760 10,300 4,775 2,900 32,735 34,581
14,750 8,869 6,200 1,700 31,519 31,950
10,865 10,455 5,875 1,705 28,900 32,882
11,630 10,387 3,580 1,830 27,427 33,457
8,680 6,109 1,580 100 16,469 17,608
7,500 6,953 1,525 100 16,078 17,016
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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