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Playing profile

Hubris average All players' average Winners' average
Thinking time
Time bonus number
Reflexion time standard deviation
Points: Culture progression
Points: card effects
Points: final scoring (events age III)
Points: losses because of Hunger
Points: placing events
Score at the end of Age I
Score at the end of Age II
Technologies discovered
Wonders achieved
Governement changes
Events placed on Future Events
Tactic Cards played
Special Technologies played
War or Aggression played
War or Aggression endured
War or Aggression won (or repelled)
Pacts (accepted)
Territory colonized
Uprising turn
Actions used to pick cards from the Card Row
Military Cards picked
Build an Urban Building
Build a Military Unit
Action Card played
Final population
Final Strength
Total Science production (during Maintenance)
Total Food production (during maintenance)
Total Resource production (during maintenance)
Total losses from Corruption
Total Food Consumption
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