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514374450Analyzed
4v4 RM · 18h ago on Oct 17, 2026· 3m 30s· 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
🇬🇧 Maya · United Kingdom
1046
+12
🇨🇳 Teutons · China
964
+16
🇷🇺 Lithuanians · Russia
953
+16
🇴🇲 Bengalis · Oman
920
+17
vs
🇷🇺 Franks · Russia
1001
-17
🇺🇸 Japanese · United States
983
-16
🇹🇷 Bulgarians · Türkiye
956
-15
🇲🇽 Slavs · Mexico
896
-13
Player eAPM Actions Feudal Castle Imperial Opening
35 124 — — —
23 79 — — —
23 80 — — —
21 72 — — —
20 71 — — —
18 63 — — —
14 50 — — —
3 9 — — —

Resources

Player Food Wood Gold Stone Spent Collected
400 100 0 0 500 487
350 75 0 0 425 378
300 100 0 0 400 417
300 0 0 0 300 239
300 0 0 0 300 455
200 0 0 0 200 294
200 0 0 0 200 220
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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