AoeStats
← CrazyBen

Lombardia

507235662Analyzed
4v4 RM · 15d ago on Sep 17, 2026· 21m 5s· 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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1423
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1351
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1334
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1320
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1443
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1398
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🇮🇳 Mongols · India
1381
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🇨🇳 Portuguese · China
1337
-15
Player eAPM Actions Feudal Castle Imperial Opening
64 1,354 12:46 — — ⚔ Scout Rush
57 1,201 9:25 — — ⚔ Archer Rush
50 1,052 9:32 — — ⚔ Scouts into Archers
37 772 12:27 16:24 — ⛏ Fast Castle
32 676 13:00 17:42 —
26 555 12:23 16:48 — ◆ FC into Fast Imp
17 369 11:07 15:52 — ⛏ Fast Castle
10 204 10:02 — —

Resources

Player Food Wood Gold Stone Spent Collected
5,185 2,558 745 650 9,138 9,114
4,525 3,060 1,235 95 8,915 10,370
5,150 3,105 200 200 8,655 8,816
4,425 3,479 250 300 8,454 9,177
4,300 2,506 1,050 240 8,096 8,292
4,085 2,792 1,135 0 8,012 9,519
4,300 2,585 350 0 7,235 8,358
1,300 250 50 0 1,600 2,447
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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