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503021617Analyzed
3v3 RM · 2mo ago on Aug 30, 2026· 15m 1s· 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
🇧🇷 Chinese · Brazil
629
+18
🇧🇷 Romans · Brazil
598
+20
🇧🇷 Mongols · Brazil
593
+20
vs
🇨🇱 Gurjaras · Chile
720
-33
🇨🇱 Chinese · Chile
667
-19
🇲🇽 Franks · Mexico
648
-18
Player eAPM Actions Feudal Castle Imperial Opening
21 308 11:11 — —
14 214 11:42 — —
12 174 12:40 — —
7 99 13:45 — —
7 109 10:34 — —
4 66 — — —

Resources

Player Food Wood Gold Stone Spent Collected
3,595 1,125 90 125 4,935 5,134
2,725 1,323 50 20 4,118 4,481
2,625 1,350 50 0 4,025 4,464
1,750 1,291 50 0 3,091 4,146
1,900 980 50 95 3,025 3,617
300 175 0 0 475 1,500
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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