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Lombardia

509712281Analyzed
4v4 RM · 6d ago on Sep 27, 2026· 38m 53s· 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
46 1,787 9:48 19:25 — ⚔ Scout Rush
45 1,763 10:18 14:22 — ⛏ Fast Castle
36 1,416 9:50 19:45 34:28 ⚔ Archer Rush
31 1,208 10:20 20:04 35:34 ⚔ Scout Rush
30 1,154 11:01 15:04 30:16 ⛏ Fast Castle
28 1,073 11:27 21:08 — ⛏ Fast Castle
25 964 11:23 16:50 35:02 ⛏ Fast Castle
17 672 13:18 17:45 —

Resources

Player Food Wood Gold Stone Spent Collected
17,265 10,880 5,270 2,385 35,800 37,530
15,845 9,615 7,870 850 34,180 35,989
11,675 11,155 7,205 2,175 32,210 35,373
14,175 10,544 5,340 1,210 31,269 33,591
13,910 8,040 5,600 200 27,750 29,535
11,875 6,246 5,595 1,075 24,791 26,196
9,575 7,750 4,915 1,600 23,840 28,190
10,580 8,938 460 475 20,453 30,249
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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