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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{
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{
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"gold": 0,
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{
"icon": "https://data.aoe4world.com/images/units/monk-3.png",
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"total": 150
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},
{
"icon": "https://data.aoe4world.com/images/buildings/palisade-1.png",
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"gold": 0,
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"stone": 0,
"total": 7
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"createdCount": 39,
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},
{
"icon": "icons/races/common/buildings/palisade_wall",
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"createdCount": 12,
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},
{
"icon": "https://data.aoe4world.com/images/buildings/palisade-gate-1.png",
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"type": "Building",
"costs": {
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"gold": 0,
"wood": 25,
"stone": 0,
"total": 25
},
"pbgid": 5000218,
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"createdCount": 5,
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},
{
"icon": "https://data.aoe4world.com/images/units/crossbowman-3.png",
"name": "Crossbowman",
"type": "Unit",
"costs": {
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"gold": 40,
"wood": 0,
"stone": 0,
"total": 120
},
"pbgid": 8999931,
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"constructed": [],
"createdCount": 60,
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},
{
"icon": "icons/races/common/upgrades/ranged_damage_technology_2",
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"icon": "icons/races/common/upgrades/gold_gather_1",
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},
{
"icon": "icons/races/common/upgrades/ranged_armor_technology_2",
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"destroyedCount": 0
},
{
"icon": "icons/races/common/upgrades/melee_armor_technology_1",
"name": null,
"type": "Upgrade",
"costs": null,
"pbgid": 188116,
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"createdCount": 1,
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},
{
"icon": "icons/races/common/upgrades/melee_damage_technology_1",
"name": null,
"type": "Upgrade",
"costs": null,
"pbgid": 187694,
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],
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"destroyedCount": 0
},
{
"icon": "icons/races/common/upgrades/melee_armor_technology_2",
"name": null,
"type": "Upgrade",
"costs": null,
"pbgid": 188121,
"finished": [
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"destroyed": [],
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"createdCount": 1,
"destroyedCount": 0
}
],
"performance": {
"rank": 1,
"score": 8.5,
"method": "Value-weighted deterministic score; enemy value is estimated from team losses by military unit-kill share",
"unitValueLost": 22650,
"villagerLosses": 23,
"unitValueCreated": 34380,
"buildingValueLost": 782,
"buildingValueCreated": 9648,
"militaryTradeEfficiency": 0.587,
"estimatedEnemyUnitValueDestroyed": 32190
},
"ageUpTimings": {
"castleAge": 1030,
"feudalAge": 367,
"imperialAge": null
},
"civilization": "knights_templar",
"relicsCollected": 2,
"resourceSnapshots": [
{
"total": 0,
"economy": 0,
"society": 0,
"military": 0,
"foodPerMin": 0,
"goldPerMin": 0,
"technology": 0,
"woodPerMin": 0,
"stonePerMin": 0,
"timeSeconds": 0,
"villagerCount": 6
},
{
"total": 297,
"economy": 190,
"society": 0,
"military": 107,
"foodPerMin": 353,
"goldPerMin": 0,
"technology": 0,
"woodPerMin": 142,
"stonePerMin": 0,
"timeSeconds": 240,
"villagerCount": 16
},
{
"total": 789,
"economy": 440,
"society": 120,
"military": 144,
"foodPerMin": 325,
"goldPerMin": 90,
"technology": 85,
"woodPerMin": 73,
"stonePerMin": 4,
"timeSeconds": 480,
"villagerCount": 24
},
{
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"military": 611,
"foodPerMin": 670,
"goldPerMin": 97,
"technology": 205,
"woodPerMin": 762,
"stonePerMin": 0,
"timeSeconds": 720,
"villagerCount": 42
},
{
"total": 2008,
"economy": 870,
"society": 120,
"military": 638,
"foodPerMin": 1523,
"goldPerMin": 249,
"technology": 380,
"woodPerMin": 158,
"stonePerMin": 0,
"timeSeconds": 960,
"villagerCount": 56
},
{
"total": 3362,
"economy": 1140,
"society": 480,
"military": 1222,
"foodPerMin": 297,
"goldPerMin": 232,
"technology": 520,
"woodPerMin": 1301,
"stonePerMin": 0,
"timeSeconds": 1200,
"villagerCount": 57
},
{
"total": 3963,
"economy": 1740,
"society": 480,
"military": 1123,
"foodPerMin": 1646,
"goldPerMin": 701,
"technology": 620,
"woodPerMin": 804,
"stonePerMin": 420,
"timeSeconds": 1440,
"villagerCount": 75
},
{
"total": 5182,
"economy": 2050,
"society": 660,
"military": 1747,
"foodPerMin": 2168,
"goldPerMin": 760,
"technology": 725,
"woodPerMin": 491,
"stonePerMin": 0,
"timeSeconds": 1680,
"villagerCount": 79
},
{
"total": 5606,
"economy": 2200,
"society": 660,
"military": 1916,
"foodPerMin": 2769,
"goldPerMin": 528,
"technology": 830,
"woodPerMin": 719,
"stonePerMin": 90,
"timeSeconds": 1820,
"villagerCount": 93
}
],
"totalResourcesSpent": {
"food": 28060,
"gold": 9395,
"wood": 15676,
"stone": 1050,
"total": 54181,
"oliveoil": 0
},
"totalResourcesGathered": {
"food": 28819,
"gold": 9845,
"wood": 16967,
"stone": 1334,
"total": 56965,
"oliveoil": 0
}
}
],
"duration": 1857,
"mapBiome": "Chalk Downs",
"startedAt": 1784632178,
"winReason": "Surrender",
"finishedAt": 1784634035,
"leaderboard": "rm_1v1",
"summaryVersion": 16,
"analysisVersion": 1,
"spectatorsCount": 0,
"civilizationContexts": [
{
"name": "Sengoku Daimyo",
"classes": "Agriculture, Daimyo, City Planning",
"overview": [
{
"list": [
"Daimyo Estates can be dedicated to a clan to provide bonuses to melee infantry, cavalry or ranged infantry.",
"Farmhouses are Food drop-off sites in addition to providing Population.",
"The Matsuri is a unique early Market that can recruit Yatai which can passively gather food from nearby Food sources.",
"Survival Techniques researched by default.",
"Forges are Gold and Stone drop-off sites in addition to containing military upgrades.",
"Gold deposited by Villagers generates bonus Stone and vice versa.",
"Extra melee damage upgrade accessible in the Dark Age (I).",
"Ikko-ikki are combat monks that can be recruited from Buddhist Monasteries that heal while attacking.",
"Keeps come equipped with Rocket Emplacements and increased health in the Imperial Age (IV).",
"Fishing Boats are cheaper to produce.",
"The location of all Deer and Boar are revealed on the map."
],
"title": "Civilization Bonuses",
"description": null
},
{
"list": [],
"title": "Daimyo Estate",
"description": "Daimyo Estates are unique buildings that can be dedicated to one of three clans. Hojo clan which improves melee infantry, Oda clan which improves ranged infantry, or Takeda clan which improves cavalry. The Daimyo Estate also has an influence that increases production speed of military buildings."
},
{
"list": [],
"title": "Yatai and Matsuri",
"description": "The Matsuri is a unique early Market that can produce Yatai. The Yatai is a unique worker unit that will slowly generate food from Food sources within 2 tiles without killing or consuming them. If the Yatai collects enough Food it will send a Food Trader back to the Matsuri which improves an aura that increases the gather rate of nearby villagers."
},
{
"list": [],
"title": "Farmhouse & Forge",
"description": "The Forge is a Gold and Stone drop-off and replaces the Mining Camp and Blacksmith. Additionally, it provides extra melee damage technology in the Dark Age (I). The Farmhouse both provides population and replaces the Mill as a Food drop-off."
},
{
"list": [],
"title": "Oda's Fortress",
"description": "Access a more powerful Keep in the Imperial Age (IV) that comes with increased health and Rocket Emplacements for a higher cost. Rockets attack quickly and deal massive damage to single targets."
},
{
"list": [],
"title": "Silver Mining",
"description": "When Villagers deposit Gold, 20% extra Stone is also produced and vice versa."
},
{
"list": [],
"title": "Fishing Village",
"description": "Fishing Boats are produced 25% cheaper."
},
{
"list": [],
"title": "Deer and Boar Reveal",
"description": "The location of all Deer and Boar are revealed on the map."
},
{
"list": [
"Yatai: Worker unit that will passively collect food from nearby Food sources without killing or consuming them.",
"Yari Cavalry: Fast cavalry effective at raiding, flanking, and countering ranged units. Bonus damage against cavalry.",
"Daimyo: High health and damage melee cavalry that provides an aura that increases attack speed of nearby military units. Effective against melee units. Limited to one per Daimyo Estate built.",
"Yumi Ashigaru: Archer with improved move speed for reduced cost and health.",
"Ikko-ikki Monk: Warrior Monk with strong combat capabilities that heals nearby units when attacking. Does not have a targeted heal ability.",
"Kanabo Samurai: Tough infantry with good damage. Deals bonus damage based on the max health of the enemy.",
"Early Ozutsu: Heavy ranged gunpowder infantry that has a huge handheld cannon with high siege and splash damage."
],
"title": "Unique Units",
"description": null
}
],
"sourceUrl": "https://data.aoe4world.com/civilizations/sengoku.json",
"description": "The Sengoku Jidai was an era of shifting alliances and ceaseless warfare. Three rival clans can be supported to gain powerful advantages to your ranged infantry, melee infantry or cavalry. Even in the midst of war there was time for celebration; the Matsuri festival is the heart of commerce and trade providing powerful bonuses to their economy.",
"civilization": "sengoku_daimyo"
},
{
"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"
}
],
"gameObjectCatalogSource": "https://data.aoe4world.com/units/all.json and /buildings/all.json",
"missingCivilizationContexts": []
}