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515737281Analyzed
4v4 RM · 13d ago on Oct 23, 2026· 15m 23s· 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
1372
+14
🇲🇽 Teutons · Mexico
1335
+16
🇹🇼 Georgians · Taiwan
1321
+16
🇦🇺 Chinese · Australia
1230
+19
vs
🇵🇱 Franks · Poland
1422
-20
🇲🇽 Varangians · Mexico
1370
-18
🇮🇱 Chinese · Israel
1255
-14
🇺🇸 Spanish · United States
1245
-13
Player eAPM Actions Feudal Castle Imperial Opening
58 893 9:34 — — ⚔ Tower Rush
57 871 9:37 — — ⚔ Archer Rush
52 794 10:07 — — ⚔ Archer Rush
51 781 9:24 — — ⚔ Scout Rush
45 691 10:59 14:50 — ⛏ Fast Castle
34 523 10:47 14:43 — ⚔ FC into Scouts
29 453 9:37 — — ⚔ Scout Rush
23 361 10:10 14:39 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,275 1,885 560 0 5,720 5,862
3,120 1,756 200 200 5,276 5,334
3,015 1,608 380 200 5,203 5,134
2,970 2,110 0 0 5,080 5,711
2,930 2,130 0 0 5,060 5,599
2,085 1,885 505 125 4,600 5,036
2,995 1,298 250 0 4,543 5,147
2,075 842 100 375 3,392 3,250
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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