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503021694Analyzed
3v3 RM · 11d ago on Aug 30, 2026· 20m 0s· 6 players
Game mode
Random Map
Map size
Normal (6 player)
Population
200
Speed
Normal
Resources
Low
Victory
Standard
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇦🇷 Khmer · Argentina
1413
+3
🇺🇸 Malians · United States
1258
+7
🇨🇱 Byzantines · Chile
1207
+9
🇨🇳 Portuguese · China
1119
-9
🇨🇱 Spanish · Chile
993
-5
🇲🇽 Vikings · Mexico
981
-5
Player eAPM Actions Feudal Castle Imperial Opening
42 846 11:20 16:26 ⛏ Fast Castle
38 770 11:54 15:40 ⛏ Fast Castle
27 534 11:29 15:31 ⛏ Fast Castle
13 261 12:47
11 216 11:20 ⛏ Fast Castle
7 145 13:36

Resources

Player Food Wood Gold Stone Spent Collected
5,775 3,830 350 200 10,155 10,042
4,950 3,230 450 0 8,630 8,738
5,075 2,455 350 200 8,080 8,671
2,870 2,365 50 0 5,285 5,747
2,700 1,890 250 120 4,960 6,662
1,650 505 0 0 2,155 3,377
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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