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503667843Analyzed
4v4 RM · 1mo ago on Sep 1, 2026· 10m 48s· 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
🇫🇷 Japanese · France
1707
+7
🇫🇷 Britons · France
1515
+15
🇫🇷 Persians · France
1503
+16
🇫🇷 Khmer · France
1476
+17
🇦🇷 Gurjaras · Argentina
1519
-15
🇨🇭 Persians · Switzerland
1508
-14
🇧🇷 Saracens · Brazil
1489
-13
🇩🇰 Teutons · Denmark
1462
-12
Player eAPM Actions Feudal Castle Imperial Opening
39 424 9:08 — — ⚔ M@A Rush
39 416 — — —
37 403 8:54 — —
36 391 8:59 — —
35 376 9:15 — —
33 358 10:24 — —
29 313 9:16 — —
23 245 9:20 — —

Resources

Player Food Wood Gold Stone Spent Collected
2,200 1,225 50 0 3,475 3,592
2,185 890 0 0 3,075 3,242
1,550 975 140 0 2,665 2,938
1,900 550 190 0 2,640 2,970
1,500 1,015 50 0 2,565 3,147
1,400 820 0 0 2,220 2,835
1,400 755 50 5 2,210 2,899
1,100 435 50 125 1,710 2,198
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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