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502907586Analyzed
3v3 RM · 12d ago on Aug 29, 2026· 36m 19s· 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
🇨🇳 Magyars · China
1563
+8
🇨🇳 Burmese · China
1563
+8
🇨🇳 Huns · China
1227
+62
🇧🇷 Cumans · Brazil
1401
-14
🇩🇪 Poles · Germany
1400
-14
🇭🇰 Britons · Hong Kong SAR China
1310
-10
Player eAPM Actions Feudal Castle Imperial Opening
61 2,198 11:53 15:36 ⛏ Fast Castle
39 1,415 10:03 15:18 30:09 ⛏ Fast Castle
37 1,352 9:40 19:59 ⚔ Archer Rush
32 1,174 11:38 15:33 32:09 ⛏ Fast Castle
31 1,119 11:25 15:04 27:15 ⛏ Fast Castle
22 808 9:44 20:03 33:58 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
19,515 17,190 7,100 3,015 46,820 52,814
16,045 13,020 7,890 2,115 39,070 41,807
18,665 10,843 7,605 1,900 39,013 41,458
19,625 9,640 8,200 1,050 38,515 44,675
8,175 11,512 5,775 1,715 27,177 29,064
7,000 6,540 2,745 400 16,685 18,582
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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