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513834883Analyzed
4v4 RM · 12h ago on Oct 15, 2026· 2m 32s· 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
🇪🇸 Persians · Spain
1993
+7
🇪🇸 Khmer · Spain
1830
+12
🇪🇸 Burgundians · Spain
1639
+20
🇪🇸 Turks · Spain
1528
+24
vs
🇨🇳 Cumans · China
1751
-16
🇺🇸 Mongols · United States
1747
-16
🇫🇷 Khmer · France
1739
-16
🇺🇸 Romans · United States
1726
-15
Player eAPM Actions Feudal Castle Imperial Opening
55 139 — — —
54 138 — — —
50 127 — — —
42 108 — — —
7 19 — — —
4 11 — — —
4 9 — — —
1 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
250 100 0 0 350 273
200 100 0 0 300 175
100 100 0 0 200 174
150 0 0 0 150 175
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
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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