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516623511Analyzed
4v4 RM · 11d ago on Oct 27, 2026· 15m 14s· 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
🇦🇷 Franks · Argentina
1574
+11
🇦🇷 Poles · Argentina
1521
+14
🇦🇷 Ethiopians · Argentina
1451
+16
🇦🇷 Malians · Argentina
1412
+19
vs
🇲🇽 Saracens · Mexico
1485
-16
🇨🇦 Saxons · Canada
1482
-16
🇺🇸 Italians · United States
1472
-15
🇭🇰 Teutons · Hong Kong SAR China
1420
-13
Player eAPM Actions Feudal Castle Imperial Opening
47 717 9:35 — — ⚔ Drush
41 624 11:17 — — ⛏ Fast Castle
38 576 10:08 14:29 — ⛏ Fast Castle
32 481 8:09 — — ⚔ Tower Rush
31 478 11:04 15:04 — ⛏ Fast Castle
31 469 10:59 14:55 — ⛏ Fast Castle
28 422 9:53 14:14 — ⛏ Fast Castle
25 377 11:00 15:13 — ⚔ FC into Archers

Resources

Player Food Wood Gold Stone Spent Collected
3,010 1,655 795 0 5,460 5,751
3,245 1,630 550 0 5,425 5,355
3,400 1,650 250 0 5,300 6,056
3,270 1,543 350 0 5,163 5,264
2,250 1,568 110 375 4,303 4,527
2,675 1,330 250 0 4,255 5,578
2,425 1,520 200 0 4,145 6,125
1,600 657 100 375 2,732 2,931
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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