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Nomad

511482552Analyzed
4v4 RM · 4d ago on Oct 5, 2026· 73m 30s· 8 players
Game mode
Random Map
Map size
231×231
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
🇨🇳 Armenians · China
1371
+16
🇻🇳 Franks · Vietnam
1339
+17
🇹🇼 Varangians · Taiwan
1326
+18
🇨🇳 Mongols · China
1271
+20
vs
🇰🇷 Huns · South Korea
1450
-22
🇰🇷 Britons · South Korea
1376
-18
🇰🇷 Saracens · South Korea
1340
-17
🇰🇷 Wu · South Korea
1280
-14
Player eAPM Actions Feudal Castle Imperial Opening
61 4,488 13:32 22:50 37:40 ⛏ Fish Boom into Galleys FC
52 3,841 13:35 17:41 44:07 ⛏ Fish Boom FC
43 3,148 16:07 21:11 42:34 ⛏ Fish Boom into Fire Galleys into Galleys FC
43 3,195 15:50 23:51 41:02 ⛏ Fish Boom into Fire Galleys into Galleys FC
42 3,116 11:58 18:52 47:23 ⛏ Fast Castle
34 2,526 14:46 18:48 46:26 ⛏ Fish Boom FC
33 2,406 14:44 23:44 51:27 ⚔ Fish Boom into Scouts
27 1,948 17:16 21:20 48:17 ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
43,820 24,238 42,855 4,255 115,168 123,872
37,085 33,582 26,970 10,425 108,062 125,046
49,880 21,662 26,760 3,650 101,952 107,055
22,875 28,241 12,435 12,005 75,556 76,816
35,045 15,574 17,690 2,150 70,459 77,367
19,970 27,862 16,695 5,610 70,137 76,804
23,085 28,140 8,520 1,650 61,395 62,329
19,390 23,831 11,035 6,400 60,656 74,209
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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