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Highland

506284918Analyzed
4v4 RM · 19d ago on Sep 13, 2026· 22m 20s· 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
51 1,148 8:55 20:54 — ⚔ Scout Rush
47 1,059 9:11 20:13 — ⚔ Scout Rush
45 1,006 8:59 — — ⚔ M@A into Archers
42 941 12:31 16:43 — ⛏ Fish Boom into Galleys FC
41 905 9:26 — — ⚔ Fish Boom into Archers
32 722 9:09 20:38 — ⚔ Scout Rush
32 716 10:45 15:09 — ⛏ Fast Castle
28 626 11:22 17:23 — ⛏ Fish Boom FC into Fire Galleys

Resources

Player Food Wood Gold Stone Spent Collected
3,855 5,274 1,490 100 10,719 11,559
4,150 4,868 1,385 205 10,608 10,483
5,730 2,715 700 200 9,345 10,177
4,700 3,939 250 300 9,189 9,705
4,035 3,627 1,255 130 9,047 10,012
4,950 3,091 350 100 8,491 9,254
3,925 3,096 1,340 125 8,486 9,817
4,285 2,705 400 100 7,490 9,078
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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