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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"type": "Upgrade",
"costs": null,
"pbgid": 187694,
"finished": [
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],
"destroyed": [],
"constructed": [],
"createdCount": 1,
"destroyedCount": 0
},
{
"icon": "icons/races/common/upgrades/food_gather_1",
"name": null,
"type": "Upgrade",
"costs": null,
"pbgid": 128049,
"finished": [
546
],
"destroyed": [],
"constructed": [],
"createdCount": 1,
"destroyedCount": 0
},
{
"icon": "icons/races/common/upgrades/ranged_armor_technology_1",
"name": null,
"type": "Upgrade",
"costs": null,
"pbgid": 188266,
"finished": [
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],
"destroyed": [],
"constructed": [],
"createdCount": 1,
"destroyedCount": 0
},
{
"icon": "icons/races/common/upgrades/melee_armor_technology_1",
"name": null,
"type": "Upgrade",
"costs": null,
"pbgid": 188116,
"finished": [
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"destroyed": [],
"constructed": [],
"createdCount": 1,
"destroyedCount": 0
},
{
"icon": "icons/races/french/upgrades/chivalry",
"name": null,
"type": "Upgrade",
"costs": null,
"pbgid": 137068,
"finished": [
738
],
"destroyed": [],
"constructed": [],
"createdCount": 1,
"destroyedCount": 0
}
],
"performance": {
"rank": 4,
"score": 7,
"method": "Value-weighted deterministic score; enemy value is estimated from team losses by military unit-kill share",
"unitValueLost": 5885,
"villagerLosses": 6,
"unitValueCreated": 12290,
"buildingValueLost": 25,
"buildingValueCreated": 1829,
"militaryTradeEfficiency": 0.491,
"estimatedEnemyUnitValueDestroyed": 5677
},
"ageUpTimings": {
"castleAge": null,
"feudalAge": 287,
"imperialAge": null
},
"civilization": "french",
"relicsCollected": 0,
"resourceSnapshots": [
{
"total": 0,
"economy": 0,
"society": 0,
"military": 0,
"foodPerMin": 0,
"goldPerMin": 0,
"technology": 0,
"woodPerMin": 0,
"stonePerMin": 0,
"timeSeconds": 0,
"villagerCount": 6
},
{
"total": 263,
"economy": 210,
"society": 0,
"military": 13,
"foodPerMin": 458,
"goldPerMin": 135,
"technology": 40,
"woodPerMin": 60,
"stonePerMin": 0,
"timeSeconds": 240,
"villagerCount": 19
},
{
"total": 955,
"economy": 405,
"society": 120,
"military": 295,
"foodPerMin": 737,
"goldPerMin": 225,
"technology": 135,
"woodPerMin": 240,
"stonePerMin": 0,
"timeSeconds": 480,
"villagerCount": 32
},
{
"total": 1794,
"economy": 545,
"society": 120,
"military": 894,
"foodPerMin": 218,
"goldPerMin": 597,
"technology": 235,
"woodPerMin": 165,
"stonePerMin": 0,
"timeSeconds": 720,
"villagerCount": 43
},
{
"total": 1822,
"economy": 625,
"society": 120,
"military": 782,
"foodPerMin": 605,
"goldPerMin": 585,
"technology": 295,
"woodPerMin": 225,
"stonePerMin": 270,
"timeSeconds": 960,
"villagerCount": 49
},
{
"total": 1832,
"economy": 635,
"society": 120,
"military": 782,
"foodPerMin": 451,
"goldPerMin": 645,
"technology": 295,
"woodPerMin": 210,
"stonePerMin": 255,
"timeSeconds": 980,
"villagerCount": 50
}
],
"totalResourcesSpent": {
"food": 8508,
"gold": 4842,
"wood": 1494,
"stone": 0,
"total": 14844,
"oliveoil": 0
},
"totalResourcesGathered": {
"food": 8624,
"gold": 5880,
"wood": 2297,
"stone": 1200,
"total": 18001,
"oliveoil": 0
}
}
],
"duration": 1034,
"mapBiome": "Taiga Winter",
"startedAt": 1784577294,
"winReason": "Surrender",
"finishedAt": 1784578328,
"leaderboard": "rm_4v4",
"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": "Tughlaq Dynasty",
"classes": "Elephants, Forts, Governors",
"overview": [
{
"list": [
"Town Centers, Worker Elephants, and Docks provide bonus resources when Villagers and Fishing Ships drop off.",
"Worker Elephants move freely and act as universal resource drop-offs.",
"All technology is more expensive but research near instantly.",
"Tughlaqabad Forts act as Keeps and are available from the Feudal Age (II).",
"Tughlaqabad Forts can be upgraded to increase defenses and unlocks Governors.",
"Select a Governor at any fort to take the dynasty to new heights.",
"Governors provide economy, tempo, military, research, and religious bonuses.",
"Infantry units are able to construct Palisade Walls.",
"Gather from Berry Bushes +30% 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": "Working Companions",
"description": "Take the load off your Villagers back with Worker Elephants. These elephants act as a universal drop-off and can move around freely, saving time and resources for Villagers to focus on working.\nWorker Elephants, Town Centers, and Docks provide bonus resources when Villagers and Fishing Ships drop off."
},
{
"list": [],
"title": "Erudition",
"description": "Seeking knowledge and wisdom the Tughlaq Dynasty funds researching technologies with more resources in favor of near instant research times."
},
{
"list": [],
"title": "Legendary Forts",
"description": "Strike fear into your enemies with the Tughlaqabad Fort. Available from the Feudal Age (II), this defensive building can be upgraded to increase its damage output, health, and unlocks your choice in a Governor."
},
{
"list": [],
"title": "Governor Support",
"description": "Choose between one of any six Governors at the Tughlaqabad Fort to help lead the Tughlaq Dynasty to new heights. Governor strength increases with each Tughlaqabad Fort improvement upgrade. Governors provide economy, tempo, military, research, and religious bonuses. \nOne Governor may be active per fort."
},
{
"list": [],
"title": "Basketry",
"description": "Villagers gather Berry Bushes 30% faster but cannot gather from Boar.\nVillagers carry +3 Food from Berry Bushes."
},
{
"list": [],
"title": "Frontier Fortifications",
"description": "Establish fortified settlements using infantry units that can build Palisade Walls."
},
{
"list": [],
"title": "Defensive Deckhands",
"description": "Fishing Ships can defend themselves with a ranged attack and have 50% additional health."
},
{
"list": [],
"title": "Unique Units",
"description": "Raiding Elephant: Fast elephant effective at raiding, flanking, and countering ranged units. Can trample to bypass any unit to deal damage in an area.\nHealer Elephant: High health and armored melee elephant mounted with two Imams that can heal units individually. Deals more damage for each nearby melee infantry.\nWar Elephant: Heavy melee cavalry mounted with a Spearman that has high health and damage with a strong siege attack.\nBallista Elephant: Ranged elephant mounted with a ballista thats effective against melee units and can pierce multiple targets."
}
],
"sourceUrl": "https://data.aoe4world.com/civilizations/tughlaq.json",
"description": "Ghiyasuddin Tughlaq’s reign as Sultan laid the framework for advancement in arts, architecture, and expansion of the Tughlaq Dynasty. After commanding the construction of the Tughlaqabad Fort, future Sultans, Amirs, and governors expanded their military presence through force and show of power. The Tughlaq Dynasty calls for quick construction of additional forts while governors oversee hard working elephants and villagers.",
"civilization": "tughlaq_dynasty"
},
{
"name": "Zhu Xi's Legacy",
"classes": "Dynasties, Taxes, Technology",
"overview": [
{
"list": [
"Begin in the Tang Dynasty - Landmark costs are reduced by -15% and the Village is unlocked.",
"Enter a new Dynasty by building both Landmarks from an Age to unlock special bonuses and buildings.",
"Units trained, technologies researched, and resources dropped off generate tax (Gold) that can be collected by Imperial Officials.",
"Unique technologies massively upgrade Imperial Officials, unlock new units and boost military units.",
"Early Palace Guards are available in the Feudal Age.",
"Access the Zhuge Nu and Grenadier without entering Dynasties.",
"Villagers construct defenses +50% faster and all other buildings +100% faster.",
"Chemistry technology granted for free in the Dark Age - Town Centers, Keeps, and Outposts use Handcannon Slits instead of Defensive Arrowslits.",
"Docks work +10% faster."
],
"title": "Civilization Bonuses",
"description": null
},
{
"list": [],
"title": "Great Dynasties",
"description": "Start your journey in the Tang Dynasty - Landmark costs are reduced by -15% and the Village is unlocked.\nConstruct both Landmarks in an Age to start Dynasties with special bonuses, unique buildings, and units.\n• Song: Wood cost of Economy and Population buildings is discounted by -30% - unlocks construction of the Granary.\n• Yuan: 10% discount on all units - unlocks construction of the Pagoda.\n• Ming: Unique Units deal +20% damage."
},
{
"list": [],
"title": "Taxes",
"description": "Units trained, technologies researched, and resources dropped off generate tax (Gold) that can be collected by Imperial Officials. Unique administrative technologies from the Mount Lu Academy and Zhu Xi's Library vastly improve Imperial Officials."
},
{
"list": [],
"title": "Dynasty Units",
"description": "Access the Zhuge Nu and the Grenadier without establishing dynasties. Landmarks can unlock powerful Shaolin Monks, Yuan Raiders, and Imperial Guards. Early Palace Guards can be trained in the Feudal Age."
},
{
"list": [],
"title": "Masters of Gunpowder",
"description": "Begin the game with Chemistry technology granted for free - defensive buildings use Handcannon Slits over Defensive Arrowslits."
},
{
"list": [],
"title": "Rapid Fabrications",
"description": "Villagers construct defenses +50% faster and all other buildings +100% faster. Docks work +10% faster."
},
{
"list": [],
"title": "Protect the Palace",
"description": "Train Early Palace Guards in the Feudal Age (II) to protect the emperor."
},
{
"list": [],
"title": "Unique Units",
"description": "Imperial Official: Use the Supervise ability to boost the production speed of research and military buildings by +150% - supervising economic buildings increases the amount of resources dropped off by Villagers by +20%.\nZhuge Nu: Archer replacement. Light ranged infantry with a rapid burst attack effective vs. light units.\nPalace Guard: Man-at-Arms replacement. Heavy melee infantry that exchanges armor for move speed.\nNest of Bees: Mangonel replacement. Siege engine that fires a barrage of rockets, doing area of effect damage.\nGrenadier: Light ranged gunpowder infantry that throws grenades dealing area of effect damage."
}
],
"sourceUrl": "https://data.aoe4world.com/civilizations/zhuxi.json",
"description": "The teachings of philosopher Zhu Xi reshape the Chinese civilization. With Zhu Xi’s Legacy, the Chinese boast a sophisticated administration with superior Imperial Officials and advanced technologies. The brimming treasury helps to establish powerful dynasties and research a breadth of unique technologies. Recruit Palace Guards, Zhuge Nus, and Grenadiers early on to protect the Empire.",
"civilization": "zhu_xis_legacy"
},
{
"name": "Abbasid Dynasty",
"classes": "Technology, Camels, City Planning",
"overview": [
{
"list": [
"Research unique technologies that benefit Camels, Military, Religion, Economy, and Trade.",
"Camel units reduce damage by -20% to nearby enemy horse cavalry.",
"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.",
"Land Traders are -33% cheaper.",
"Docks are -50% cheaper.",
"Age up without the need for Villagers by upgrading wings on the House of Wisdom.",
"Enter a Golden Age by constructing buildings in the House of Wisdoms influence, increasing resource gather rate, research times, and production speed."
],
"title": "Civilization Bonuses",
"description": null
},
{
"list": [],
"title": "Pursuit of Knowledge",
"description": "Embrace the Abbasids' pursuit of knowledge through researching unique technologies that benefit Camels, Military, Religion, Economy, and Trade.\nAdvance the ages by upgrading up to 4 Wings on the House of Wisdom."
},
{
"list": [],
"title": "Camel Fighters",
"description": "Camels spook enemy horse cavalry with their presence, reducing their damage by -20%."
},
{
"list": [],
"title": "Siege Experts",
"description": "Infantry can construct Rams, Siege Towers, Springalds, and Mangonels without the need for Siege Engineering technology."
},
{
"list": [],
"title": "Grand Orchards",
"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": "Trade Economy",
"description": "Land Traders are 33% cheaper."
},
{
"list": [],
"title": "Dockyards",
"description": "Docks can be constructed for -50% Wood."
},
{
"list": [],
"title": "Golden Age",
"description": "Build towards your Golden Age – improving economy and technology.\nBuildings within the House of Wisdom's influence receive +5 fire armor and contribute one point towards the Golden Age. The threshold for unlocks are 10, 30, and 60 buildings.\n• Tier 1: Villager gather rate +15%\n• Tier 2: Research speed +20%\n• Tier 3: Villager gathering rate +20% for all resources. Research speeds +20%. Production speeds +20%."
},
{
"list": [],
"title": "Unique Units",
"description": "Camel Archers: Light ranged cavalry that deals bonus damage to light melee infantry.\nCamel Riders: Light melee cavalry that deals bonus damage to cavalry.\nGhulam: Tough infantry with a double strike attack."
}
],
"sourceUrl": "https://data.aoe4world.com/civilizations/abbasid.json",
"description": "The Abbasid Dynasty pursues a flourishing Golden Age by concentrating structures around their House of Wisdom, allowing them to unlock significant economic advantages. The House of Wisdom also drives progress through the Ages and grants access to advanced technology. Abbasid camel units are expert at countering enemy cavalry.",
"civilization": "abbasid_dynasty"
},
{
"name": "English",
"classes": "Defense, Longbows, Farming",
"overview": [
{
"list": [
"Town Centers, Outposts, Towers, and Keeps increase attack speed of nearby units by +20% when enemies are in range.",
"Farms are -50% cheaper to construct — Farms near mills gather +20/25/30/30% faster by Age.",
"Vanguard Man-at-Arms in the Dark Age (I).",
"Produce Man-at-Arms +40% faster than other civilizations.",
"Villagers wield short bows when attacking enemy units.",
"Keeps can produce all military units.",
"Ships are -10% cheaper to produce.",
"Scouts and Men-at-Arms can setup campfires to increase line-of-sight and improve nearby hunting by +10%."
],
"title": "Civilization Bonuses",
"description": null
},
{
"list": [],
"title": "Network of Castles",
"description": "Protect the frontier with Town Centers, Outposts, Stone Wall Towers, and Keeps that increase attack speed of nearby units by +20% when enemies are in range.\nResearch the Network of Citadels technology from Keeps to further increase attack speed by +30%."
},
{
"list": [],
"title": "Keep Production",
"description": "Keeps have the unique ability to produce all military units."
},
{
"list": [],
"title": "Call to Arms",
"description": "Vanguard Man-at-Arms available in the Dark Age (I) — English Man-at-Arms produce +40% faster."
},
{
"list": [],
"title": "Defensive Byrig",
"description": "Capital Town Center fires an extra arrow and Villagers wield short bows when attacking enemy units."
},
{
"list": [],
"title": "Island of Agriculture",
"description": "Farms are -50% cheaper to construct.\nResearch the Enclosures technology in the Imperial Age (IV) to allow Villagers to generate +1 Gold every 6 seconds when working Farms."
},
{
"list": [],
"title": "Shipwrights",
"description": "Naval conditioning increases Dock efficiency, reducing ship construction costs by -10%."
},
{
"list": [],
"title": "Influence",
"description": "Farm harvest rates increase within the influence of a Mill by +20/25/30/30% after each age up."
},
{
"list": [],
"title": "Kingswood",
"description": "Scouts and Men-at-Arms can create a Campfire, which increases the sight range of nearby units by +30% and the gather rate of nearby hunters by +10%."
},
{
"list": [],
"title": "Unique Units",
"description": "Longbowman: Archer with +2 range and +1 damage that comes with the Defensive Paling ability to stun and damage enemy cavalry."
}
],
"sourceUrl": "https://data.aoe4world.com/civilizations/english.json",
"description": "Exceptional early infantry provide the English with a powerful punch backed up by reliable Food production from the fields.",
"civilization": "english"
},
{
"name": "French",
"classes": "Trade, Cavalry, Keeps",
"overview": [
{
"list": [
"Royal Knights in the Feudal Age (II).",
"Town Centers work rate increased per age up +15%, +15%, +20%, +25%.",
"Resource drop off buildings -50% cheaper.",
"Economic technologies are -35% cheaper.",
"Trade Posts are revealed on the minimap.",
"Traders can return Food, Wood, or Gold to Markets.",
"Trade Ships return +20% resources.",
"Blacksmiths grant melee damage technologies for free after each age up."
],
"title": "Civilization Bonuses",
"description": null
},
{
"list": [],
"title": "Royal Stallions",
"description": "Deploy the Royal Knight in the Feudal Age (II) and research powerful unique technologies for cavalry."
},
{
"list": [],
"title": "Mainland Economy",
"description": "Wield a superior economy with -50% cheaper resource drop-offs and -35% cheaper economic technologies.\nTown Center production speed increased per age +15%, +15%, +20%, +25%."
},
{
"list": [],
"title": "Trade Economy",
"description": "Choose to return Food, Wood, or Gold to Markets with Traders and Trade Ships.\nTrade Ships return +20% more resources.\nTrade Posts are revealed on the minimap at the start of the game.\nDocks provide populations space."
},
{
"list": [],
"title": "Smithy's Grace",
"description": "Blacksmiths grant melee damage technologies for free after each age up."
},
{
"list": [],
"title": "Influence",
"description": "Maintain offensives with -10% cheaper Keeps that reduce the cost of units produced from Archery Ranges and Stables within their influence by -20%."
},
{
"list": [],
"title": "Unique Units",
"description": "Royal Knight: Heavy Cavalry that gains +3 bonus damage for 5 seconds after completing a charge.\nArbalétrier: Crossbowman with +1 melee armor that can deploy a defensive Pavise to provide +5 ranged armor and +1 weapon range for 30 seconds.\nCannon: Bombard replacement with more damage, mobility and no setup time.\nGalleass: Large war galley that has a long range forward mounted bombard.\nWar Cog: Unique Springald Ship with reduced cost and increased ranged armor."
}
],
"sourceUrl": "https://data.aoe4world.com/civilizations/french.json",
"description": "The French deploy powerful cavalry units and can boost production in fortified positions. Enemies must be prepared to withstand the charges of powerful Royal Knights and other armored units.",
"civilization": "french"
}
],
"gameObjectCatalogSource": "https://data.aoe4world.com/units/all.json and /buildings/all.json",
"missingCivilizationContexts": []
}