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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"name": null,
"type": "Upgrade",
"costs": null,
"pbgid": 188116,
"finished": [
2115
],
"destroyed": [],
"constructed": [],
"createdCount": 1,
"destroyedCount": 0
},
{
"icon": "icons/races/mongols/uprades/steppe_lancers",
"name": null,
"type": "Upgrade",
"costs": null,
"pbgid": 2137099,
"finished": [
2132
],
"destroyed": [],
"constructed": [],
"createdCount": 1,
"destroyedCount": 0
}
],
"performance": {
"rank": 3,
"score": 6.5,
"method": "Value-weighted deterministic score; enemy value is estimated from team losses by military unit-kill share",
"unitValueLost": 17740,
"villagerLosses": 2,
"unitValueCreated": 37240,
"buildingValueLost": 800,
"buildingValueCreated": 35150,
"militaryTradeEfficiency": 0.524,
"estimatedEnemyUnitValueDestroyed": 19559
},
"ageUpTimings": {
"castleAge": 1121,
"feudalAge": 429,
"imperialAge": 1836
},
"civilization": "mongols",
"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": 350,
"economy": 200,
"society": 0,
"military": 150,
"foodPerMin": 276,
"goldPerMin": 30,
"technology": 0,
"woodPerMin": 140,
"stonePerMin": 70,
"timeSeconds": 240,
"villagerCount": 15
},
{
"total": 614,
"economy": 340,
"society": 120,
"military": 154,
"foodPerMin": 344,
"goldPerMin": 90,
"technology": 0,
"woodPerMin": 50,
"stonePerMin": 95,
"timeSeconds": 480,
"villagerCount": 25
},
{
"total": 1084,
"economy": 500,
"society": 120,
"military": 464,
"foodPerMin": 526,
"goldPerMin": 120,
"technology": 0,
"woodPerMin": 55,
"stonePerMin": 100,
"timeSeconds": 720,
"villagerCount": 37
},
{
"total": 1764,
"economy": 670,
"society": 120,
"military": 974,
"foodPerMin": 1015,
"goldPerMin": 490,
"technology": 0,
"woodPerMin": 150,
"stonePerMin": 70,
"timeSeconds": 960,
"villagerCount": 49
},
{
"total": 3154,
"economy": 950,
"society": 480,
"military": 1614,
"foodPerMin": 626,
"goldPerMin": 1312,
"technology": 110,
"woodPerMin": 200,
"stonePerMin": 140,
"timeSeconds": 1200,
"villagerCount": 61
},
{
"total": 3794,
"economy": 1200,
"society": 480,
"military": 1734,
"foodPerMin": 596,
"goldPerMin": 773,
"technology": 380,
"woodPerMin": 621,
"stonePerMin": 140,
"timeSeconds": 1440,
"villagerCount": 66
},
{
"total": 4923,
"economy": 1824,
"society": 480,
"military": 2094,
"foodPerMin": 1912,
"goldPerMin": 878,
"technology": 525,
"woodPerMin": 733,
"stonePerMin": 140,
"timeSeconds": 1680,
"villagerCount": 75
},
{
"total": 7642,
"economy": 2110,
"society": 1200,
"military": 3562,
"foodPerMin": 2100,
"goldPerMin": 1227,
"technology": 770,
"woodPerMin": 769,
"stonePerMin": 170,
"timeSeconds": 1920,
"villagerCount": 87
},
{
"total": 8220,
"economy": 2346,
"society": 1200,
"military": 3294,
"foodPerMin": 1618,
"goldPerMin": 943,
"technology": 1380,
"woodPerMin": 1229,
"stonePerMin": 122,
"timeSeconds": 2140,
"villagerCount": 97
}
],
"totalResourcesSpent": {
"food": 28905,
"gold": 19618,
"wood": 11302,
"stone": 4065,
"total": 63890,
"oliveoil": 0
},
"totalResourcesGathered": {
"food": 31150,
"gold": 19985,
"wood": 14171,
"stone": 4237,
"total": 69543,
"oliveoil": 0
}
}
],
"duration": 2191,
"mapBiome": null,
"startedAt": 1784578715,
"winReason": "Surrender",
"finishedAt": 1784580906,
"leaderboard": "rm_3v3",
"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": "House of Lancaster",
"classes": "Manors, Defense, Economy",
"overview": [
{
"list": [
"Villagers gather from sheep +20% faster.",
"Build Manors to passively generate food and wood.",
"Town Centers spawn 4 sheep when built.",
"Keeps grant 3 free Earl's Guards when built.",
"Active Keeps improve the damage of Earl's Guards and Demilancers.",
"Villagers wield short bows when attacking enemy units.",
"Ships are -10% cheaper to produce."
],
"title": "Civilization Bonuses",
"description": null
},
{
"list": [],
"title": "Feudalism",
"description": "Build Manors to generate passive income in the Feudal Age. Manors act as a drop off building for all resource types and provide +10 population space. Each Manor generates 30 food and 10 wood per minute, and an additional 4 food and 2 wood for each nearby villager.\nIncrease the build limit of Manors with unique technologies."
},
{
"list": [],
"title": "Wool Industries",
"description": "Each Town Center spawns 4 sheep upon completion. Villagers gather from sheep +20% faster."
},
{
"list": [],
"title": "Defensive Byrig",
"description": "Capital Town Center fires an extra arrow and Villagers wield short bows when attacking enemy units."
},
{
"list": [],
"title": "A House Unified",
"description": "Keeps grant 3 free Earl's Guards upon being built. Each Active keep grants +1 damage to Earl's Guards and Demilancers up to a maximum of +4."
},
{
"list": [],
"title": "Shipwrights",
"description": "Naval conditioning increases Dock efficiency, reducing ship construction costs by -10%."
},
{
"list": [
"Yeoman: Archer Replacement. Ranged infantry with increased speed and range. Can be upgraded to fire a devastating volley of arrows into the targeted area.",
"Hobelar: Horseman Replacement. Cheap and expendable cavalry with high ranged armor.",
"Earl's Guard: Man-at-Arms Replacement. Heavy Melee Infantry that periodically throws daggers.",
"Demilancer: Special Heavy Cavalry. Accessed only via landmarks, the Demilancer is a durable cavalry unit with low damage."
],
"title": "Unique Units",
"description": null
}
],
"sourceUrl": "https://data.aoe4world.com/civilizations/lancaster.json",
"description": "The House of Lancaster emerges as a powerful branch of English royalty. Manors are the backbone of the economy by providing sustainable economic practices. Lancaster military might is of technological advantage and superior tactics on the battlefield. Dismantle enemy formations with potent shock troops then pick them apart with superior ranged infantry.",
"civilization": "house_of_lancaster"
},
{
"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": "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": "Mongols",
"classes": "Aggression, Cavalry, Nomadic",
"overview": [
{
"list": [
"Start with a packed Ger, maximum population limit, and no need for Houses.",
"All buildings can be packed up and redeployed to a new location.",
"Plunder +25 Food and Gold by igniting or destroying enemy buildings under construction.",
"Stables available in the Dark Age (I).",
"Horsemen train +25% faster.",
"Outposts increase move speed of nearby cavalry and Traders by +15%.",
"Double produce units or research advanced versions of technologies using Stone.",
"Silk Road: Traders generate +10% additional Food, Wood and Gold with 5/10/15 active Traders.",
"Transport ships have +50% health and +15% move speed."
],
"title": "Civilization Bonuses",
"description": null
},
{
"list": [],
"title": "Great Dominion",
"description": "All buildings can be packed up and redeployed to a new location.\nForgo the need to build Houses and begin the game with maximum Population.\nRespond to enemy movements quickly with a network of Outposts which provide +15% move speed to nearby cavalry and Traders."
},
{
"list": [],
"title": "Khanate",
"description": "Field the mighty Khan in the Dark Age (I) to provide powerful bonuses to all nearby military units with Signal Arrows.\nKhans and Scouts can deploy the Scouting Falcon ability to keep watch over the surrounding area."
},
{
"list": [],
"title": "Expert Horsemen",
"description": "Construct Stables as early as the Dark Age and field Horsemen +25% faster."
},
{
"list": [],
"title": "Nomadic Harvesters",
"description": "Construct Pastures instead of Farms to raise Sheep for Food — Pastures produce Sheep quicker when within the influence of an Ovoo."
},
{
"list": [],
"title": "Raid Bounty",
"description": "Plunder enemy buildings for +25 Food and Gold when ignited or destroyed under construction."
},
{
"list": [],
"title": "Augmented Transports",
"description": "Transport Ship landings are faster and more durable with +50% health and +15% move speed."
},
{
"list": [],
"title": "Silk Road",
"description": "Explore the Silk Road with Traders that receive extra resources from trades based on your total number of active Traders.\n• 5+ Traders: +10% Food\n• 10+ Traders: +10% Food, Wood\n• 15+ Traders: +10% Food, Wood, Gold"
},
{
"list": [],
"title": "Influence",
"description": "Construct the Ovoo over Stone outcroppings to generate influence and harvest Stone without the need for Villagers. Ovoos harvest +70, 100, 130, 160 Stone per minute after each age up.\nBuildings within the influence of an Ovoo are able to double produce units or research improved versions of technologies using Stone."
},
{
"list": [],
"title": "Unique Units",
"description": "Khan: Horse archer that scales in strength and unlocks the Signal Arrow abilities after each age up.\n• Maneuver Arrow: Move speed increased +33%.\n• Attack Speed Arrow: Attack speed increased +50%.\n• Armor Arrow: Armor increased +2.\nMangudai: Horse archer that can fire while moving in all directions.\nTraction Trebuchet: Faster move speed, setup time and attack speed.\nKeshik: Heavy Cavalry available in Feudal Age, regenerates Health after every attack."
}
],
"sourceUrl": "https://data.aoe4world.com/civilizations/mongols.json",
"description": "Masters of mobility and mounted warfare, the Mongols can easily relocate their camps. They gain economic benefits from setting up near Stone Outcroppings and from raiding enemy buildings. Enemies must deal with cavalry attacks from the opening moments of play.",
"civilization": "mongols"
}
],
"gameObjectCatalogSource": "https://data.aoe4world.com/units/all.json and /buildings/all.json",
"missingCivilizationContexts": []
}