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Lombardia

509775286Analyzed
4v4 RM · 3d ago on Sep 28, 2026· 43m 29s· 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
46 1,980 9:41 22:59 41:14 ⚔ Archer Rush
45 1,966 8:58 27:07 34:10 ⛏ Fast Castle
45 1,969 31:45 35:19 — ⚔ FC into Skirms
44 1,933 10:53 14:53 — ⛏ Fast Castle
37 1,610 9:30 24:29 40:07 ⚔ Scout Rush
32 1,383 8:58 29:37 — ⚔ Tower Rush
28 1,222 11:18 19:54 31:47 ⛏ Fast Castle
23 1,021 10:48 — —

Resources

Player Food Wood Gold Stone Spent Collected
12,425 16,408 10,685 3,065 42,583 46,459
17,470 7,920 8,260 1,205 34,855 38,946
11,295 11,801 8,085 1,800 32,981 38,540
15,405 8,310 6,545 300 30,560 38,304
8,635 10,260 4,915 2,150 25,960 28,447
11,830 7,429 2,765 575 22,599 27,010
8,350 10,898 1,000 600 20,848 23,131
3,160 2,520 50 100 5,830 7,088
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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