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QS Arena

502889222Analyzed
3v3 RM · 12d ago on Aug 29, 2026· 46m 46s· 6 players
Game mode
Random Map
Map size
Normal (6 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇨🇳 Persians · China
1177
+14
🇪🇸 Goths · Spain
1145
+15
🇹🇼 Spanish · Taiwan
1124
+16
1190
-18
🇪🇸 Italians · Spain
1149
-16
🇪🇸 Teutons · Spain
1049
-12

Replay analysis

Player eAPM Actions Feudal Castle Imperial Opening
54 2,532 8:45 13:08 25:42 ⚔ FC into Scouts
37 1,737 9:12 13:14 36:46 ⛏ Fast Castle
32 1,491 8:10 12:01 26:27 ⛏ Fast Castle
28 1,317 9:30 13:10 27:07 ⛏ Fast Castle
26 1,237 9:18 13:44 29:14 ⛏ Fast Castle
21 988 8:37 13:50 26:36 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
55,635 21,221 31,615 1,850 110,321 116,569
34,835 23,695 21,365 2,120 82,015 92,524
35,340 15,895 12,690 850 64,775 72,254
24,050 19,090 13,745 4,420 61,305 65,924
27,225 14,405 15,290 1,660 58,580 61,897
21,995 15,420 7,460 1,530 46,405 48,721
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number. Age times are when the player reached the age (hover for the click that started it). Openings are inferred from early production and building placement, and are omitted when unclear. The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled. Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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