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516671431Analyzed
4v4 RM · 5d ago on Oct 27, 2026· 7m 59s· 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
🇦🇺 Mongols · Australia
1061
+15
🇮🇳 Wei · India
1034
+16
🇲🇽 Teutons · Mexico
1007
+18
🇲🇽 Britons · Mexico
1004
+18
vs
🇨🇱 Franks · Chile
1151
-20
🇺🇸 Celts · United States
1023
-16
🇬🇧 Saxons · United Kingdom
1016
-16
🇺🇸 Vietnamese · United States
988
-15
Player eAPM Actions Feudal Castle Imperial Opening
65 516 — — —
52 418 — — —
22 176 — — —
22 172 — — —
20 163 — — —
18 145 — — —
13 105 — — —
1 7 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,700 250 50 0 2,000 2,142
1,250 500 0 0 1,750 1,966
1,150 400 0 0 1,550 2,010
1,200 250 50 0 1,500 1,818
950 425 50 0 1,425 1,587
950 250 0 0 1,200 1,798
750 275 0 0 1,025 1,391
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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