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Lombardia

507653635Analyzed
3v3 RM · 12d ago on Sep 19, 2026· 32m 2s· 6 players
Game mode
Random Map
Map size
Normal (6 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 · Mexico
1197
+17
🇲🇽 Saracens · Mexico
1155
+19
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1137
+19
🇨🇱 Maya · Chile
1270
-20
🇦🇷 Wei · Argentina
1256
-20
🇺🇸 Lithuanians · United States
1124
-15
Player eAPM Actions Feudal Castle Imperial Opening
60 1,936 10:31 25:58 — ⚔ Scout Rush
50 1,611 9:27 21:33 — ⚔ Scout Rush
42 1,353 11:15 17:37 —
35 1,127 9:58 25:31 — ⚔ Scouts into Archers into Skirms
31 994 11:03 14:51 — ⛏ Fast Castle
29 915 10:30 19:05 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
9,900 6,652 2,230 220 19,002 20,076
9,890 6,871 1,590 300 18,651 19,133
7,045 4,326 2,815 1,400 15,586 17,913
6,585 5,441 1,695 950 14,671 19,186
6,465 6,030 1,550 230 14,275 14,390
5,170 5,078 905 2,150 13,303 14,247
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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