This is the compacted public telemetry saved with the report. It includes exact scores, resources, actions, landmarks, build-order events, and sampled time-series data.
Copy JSONOpen original AoE4World summary {
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"icon": "https://data.aoe4world.com/images/units/mangonel-3.png",
"name": "Mangonel",
"type": "Unit",
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"gold": 200,
"wood": 400,
"stone": 0,
"total": 600
},
"pbgid": 136054,
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1491,
1504,
1763,
1767,
1788,
1789,
1822,
1901
],
"destroyed": [
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1988,
1992,
1998,
2003,
2017,
2019,
2023
],
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"createdCount": 8,
"destroyedCount": 8
},
{
"icon": "icons/races/common/upgrades/mining2_shaft_mining",
"name": null,
"type": "Upgrade",
"costs": null,
"pbgid": 181904,
"finished": [
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],
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"constructed": [],
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"destroyedCount": 0
},
{
"icon": "https://data.aoe4world.com/images/buildings/hisar-academy-3.png",
"name": "Hisar Academy",
"type": "Building",
"costs": {
"food": 2400,
"gold": 1200,
"wood": 0,
"stone": 0,
"total": 3600
},
"pbgid": 135890,
"finished": [],
"destroyed": [],
"constructed": [
2105
],
"createdCount": 1,
"destroyedCount": 0
},
{
"icon": "icons/hud/age/age_display_persistent_4",
"name": null,
"type": "Age",
"costs": null,
"pbgid": 108173,
"finished": [
2105
],
"destroyed": [],
"constructed": [],
"createdCount": 1,
"destroyedCount": 0
}
],
"performance": {
"rank": 1,
"score": 8.8,
"method": "Value-weighted deterministic score; enemy value is estimated from team losses by military unit-kill share",
"unitValueLost": 38265,
"villagerLosses": 17,
"unitValueCreated": 54025,
"buildingValueLost": 926,
"buildingValueCreated": 21511,
"militaryTradeEfficiency": 0.518,
"estimatedEnemyUnitValueDestroyed": 41185
},
"ageUpTimings": {
"castleAge": 625,
"feudalAge": 269,
"imperialAge": 2105
},
"civilization": "delhi_sultanate",
"relicsCollected": 5,
"resourceSnapshots": [
{
"total": 0,
"economy": 0,
"society": 0,
"military": 0,
"foodPerMin": 0,
"goldPerMin": 0,
"technology": 0,
"woodPerMin": 0,
"stonePerMin": 0,
"timeSeconds": 0,
"villagerCount": 6
},
{
"total": 270,
"economy": 230,
"society": 0,
"military": 13,
"foodPerMin": 202,
"goldPerMin": 80,
"technology": 27,
"woodPerMin": 80,
"stonePerMin": 0,
"timeSeconds": 240,
"villagerCount": 17
},
{
"total": 1097,
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"society": 120,
"military": 292,
"foodPerMin": 924,
"goldPerMin": 270,
"technology": 285,
"woodPerMin": 53,
"stonePerMin": 0,
"timeSeconds": 480,
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},
{
"total": 1953,
"economy": 540,
"society": 480,
"military": 617,
"foodPerMin": 252,
"goldPerMin": 222,
"technology": 316,
"woodPerMin": 724,
"stonePerMin": 0,
"timeSeconds": 720,
"villagerCount": 37
},
{
"total": 3136,
"economy": 700,
"society": 480,
"military": 1036,
"foodPerMin": 921,
"goldPerMin": 548,
"technology": 920,
"woodPerMin": 275,
"stonePerMin": 150,
"timeSeconds": 960,
"villagerCount": 38
},
{
"total": 4452,
"economy": 990,
"society": 480,
"military": 1633,
"foodPerMin": 1408,
"goldPerMin": 503,
"technology": 1349,
"woodPerMin": 625,
"stonePerMin": 0,
"timeSeconds": 1200,
"villagerCount": 50
},
{
"total": 6360,
"economy": 1360,
"society": 480,
"military": 2868,
"foodPerMin": 994,
"goldPerMin": 799,
"technology": 1652,
"woodPerMin": 1601,
"stonePerMin": 0,
"timeSeconds": 1440,
"villagerCount": 70
},
{
"total": 7304,
"economy": 1925,
"society": 480,
"military": 3187,
"foodPerMin": 625,
"goldPerMin": 672,
"technology": 1712,
"woodPerMin": 1898,
"stonePerMin": 0,
"timeSeconds": 1680,
"villagerCount": 90
},
{
"total": 8263,
"economy": 2480,
"society": 480,
"military": 3591,
"foodPerMin": 1950,
"goldPerMin": 699,
"technology": 1712,
"woodPerMin": 1683,
"stonePerMin": 0,
"timeSeconds": 1920,
"villagerCount": 102
},
{
"total": 8926,
"economy": 3245,
"society": 1200,
"military": 2769,
"foodPerMin": 3965,
"goldPerMin": 624,
"technology": 1712,
"woodPerMin": 275,
"stonePerMin": 0,
"timeSeconds": 2140,
"villagerCount": 114
}
],
"totalResourcesSpent": {
"food": 37560,
"gold": 18258,
"wood": 27453,
"stone": 400,
"total": 83671,
"oliveoil": 0
},
"totalResourcesGathered": {
"food": 42418,
"gold": 18723,
"wood": 28072,
"stone": 579,
"total": 89792,
"oliveoil": 0
}
}
],
"duration": 2173,
"mapBiome": "Mediterranean",
"startedAt": 1784489741,
"winReason": "Surrender",
"finishedAt": 1784491914,
"leaderboard": "rm_1v1",
"summaryVersion": 16,
"analysisVersion": 1,
"spectatorsCount": 0,
"civilizationContexts": [
{
"name": "Knights Templar",
"classes": "Pilgrims, Commanderies, Knights",
"overview": [
{
"list": [
"Age Up at the Town Center by establishing a Commanderie.",
"Commanderies permanently unlock units and bonuses.",
"Pilgrims generate gold by traveling to Sacred Sites.",
"Build Fortresses in the Feudal Age.",
"Fortresses increase the range of nearby units and health of nearby Stone Walls.",
"Fortresses act as Landmarks, but can be fully destroyed.",
"Lumberjacks deposit wood automatically and gather faster with each Age.",
"Siege Workshops and Siege Engines cost less wood.",
"Trebuchets fire an additional projectile."
],
"title": "Civilization Bonuses",
"description": null
},
{
"list": [],
"title": "Establish Commanderies",
"description": "Age Up at the Town Center by establishing one of three unique Commanderies. Each Commanderie permanently unlocks a unique unit and bonus."
},
{
"list": [],
"title": "Frankish Defensive Schemes",
"description": "Fortresses replace Keeps and are available in the Feudal Age.\nRanged units positioned near a Fortress have +15% increased attack range, and Stone Walls placed within the influence of a Fortress or the Templar Headquarters have +25% increased health and gain a default arrow.\nFortresses behave as Landmarks but can be fully destroyed."
},
{
"list": [],
"title": "Pilgrimage",
"description": "The Knights Templar cannot train Traders, instead they generate gold from successful pilgrimages. Upon reaching the Feudal Age, the Knights Templar may offer Safe Passage for Pilgrims to travel to a Sacred Site.\nEvery 60 seconds, a group of Pilgrims will travel from the Templar Headquarters to the selected Sacred Site, generating gold upon arrival based on the distance traveled. The size of the group is increased by 1 for each active Fortress up to a maximum of 10.\nSacred Sites and Relics are revealed at the start of the game."
},
{
"list": [],
"title": "Coastal Harbors",
"description": "Build Harbors instead of Docks, which are more expensive but have increased health, a stronger emplacement, more garrison space for fishing ships, and increase the health of nearby ships."
},
{
"list": [],
"title": "Landscape Preservation",
"description": "Villagers automatically deposit wood without a Lumber Camp.\nWood is gathered +20% faster in each Age and 20% of the wood gathered is produced as additional food."
},
{
"list": [],
"title": "Siege Experts",
"description": "Trebuchets fire additional projectiles and can be deployed atop Fortresses with a unique emplacement.\nSiege Workshops and Siege Engines cost -25% less wood."
},
{
"list": [],
"title": "Unique Units",
"description": "Templar Brother: Knight replacement. More expensive than a regular Knight, but has additional health and damage.\nFeudal Age\nKnight Hospitaller Commanderie - Hospitaller Knight: Heavy Melee Infantry that can heal nearby friendly units.\nKingdom of France Commanderie - Chevalier Confrere: Heavy Cavalry that is cheaper than a regular Knight. Gains additional health for each nearby Heavy Cavalry unit.\nPrincipality of Antioch Commanderie - Serjeant: Heavy Infantry with high melee armor. Throws axes which deal melee damage from range.\nCastle Age\nAngevin Empire Commanderie - Heavy Spearman: Armored Spearman that is stronger around Fortresses.\nRepublic of Genoa Commanderie - Genoese Crossbowman: Expensive Crossbowman that deals additional damage to melee infantry.\nKingdom of Castile Commanderie - Genitour: Mounted Javelineer that excels against ranged units.\nImperial Age\nKingdom of Poland Commanderie - Szlachta Cavalry: Elite Cavalry with exceptional ranged armor. Slows the attacks of enemies it damages and deals additional damage to light infantry.\nTeutonic Order Commanderie - Teutonic Knight: Absurdly Powerful Heavy Infantry that gains power for each enemy felled in combat. Reduces the armor of nearby enemies.\nRepublic of Venice Commanderie - Condottiero: Fast infantry that costs only gold. Strong against Gunpowder units.\nVenetian Galley: Large oared vessel with a long range forward mounted Trebuchet.\nVenetian Trader: Expensive but fast moving trader. Max Build limit of 5."
}
],
"sourceUrl": "https://data.aoe4world.com/civilizations/templar.json",
"description": "Founded to protect the meek and weary, the Knights Templar establish Commanderies throughout Europe to call on their allies. Fielding a spectacular array of heavy troops, the Templars lead the charge into battle with discipline and heart. Fortresses dot the carefully cultivated landscape, providing key defensive positions and safe haven to the pilgrims they protect.",
"civilization": "knights_templar"
},
{
"name": "Delhi Sultanate",
"classes": "Elephants, Research, Religion",
"overview": [
{
"list": [
"Mosque, Scholar, and religious technologies available in the Dark Age (I).",
"Infantry units are able to construct Palisade Walls.",
"All technology is free but completes at a much slower rate. Garrison Scholars in Mosques, Madrasas, or Docks to increase research speed.",
"Technologies being researched can be paused and resumed.",
"Mills constructed near Berry Bushes create Orchards, increasing Food capacity by +100.",
"Gather from Berry Bushes +25% faster but cannot gather from Boar.",
"Berry carry capacity increased +3.",
"Fishing Ships can defend themselves with a ranged attack."
],
"title": "Civilization Bonuses",
"description": null
},
{
"list": [],
"title": "Scholarly Culture",
"description": "Train Scholars from Mosques in the Dark Age (I). Research and unlock religious technologies earlier than other civilizations."
},
{
"list": [],
"title": "Scholastic Achievements",
"description": "Save on the cost of technologies and research all technology free but progresses at a much slower rate — technologies can be paused and resumed."
},
{
"list": [],
"title": "Frontier Fortifications",
"description": "Establish fortified settlements using infantry units that can build Palisade Walls. Construct the Compound of the Defender Landmark to extend this ability to Stone Walls."
},
{
"list": [],
"title": "Defensive Deckhands",
"description": "Fishing Ships can defend themselves with a ranged attack and have 50% additional health."
},
{
"list": [],
"title": "Garden Bounty",
"description": "Cultivate Berry Bushes into Orchards by building Mills near them, increasing Food capacity by +100.\nVillagers gather Berry Bushes 25% faster but cannot gather from Boar.\nVillagers carry +3 Food from Berry Bushes."
},
{
"list": [],
"title": "Influence",
"description": "Scholars garrisoned in a Mosque, Madrasa, or Dock will increase the research speed of buildings within their influence, based on how many Scholars are garrisoned globally. Docks work faster when garrisoned by Scholars."
},
{
"list": [],
"title": "Unique Units",
"description": "Scholar: Religious unit capable of healing in the Dark Age (I).\nWar Elephant: Heavy melee cavalry mounted with a Spearman that has high health and damage with a strong siege attack.\nTower Elephant: Ranged cavalry mounted with two Archers that can fire while moving.\nGhazi Raider: Fast Horseman wielding a heavy mace."
}
],
"sourceUrl": "https://data.aoe4world.com/civilizations/delhi.json",
"description": "The Delhi Sultanate stays many steps ahead of their enemies with great networks of scholars. Fully realized, they field the intimidating War Elephant and trample those in their path.",
"civilization": "delhi_sultanate"
}
],
"gameObjectCatalogSource": "https://data.aoe4world.com/units/all.json and /buildings/all.json",
"missingCivilizationContexts": []
}