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503056326Analyzed
3v3 RM · 11d ago on Aug 30, 2026· 28m 50s· 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
🇲🇽 Bohemians · Mexico
881
+8
🇺🇸 Byzantines · United States
859
+9
🇲🇽 Khmer · Mexico
746
+13
🇹🇷 Teutons · Türkiye
691
-10
🇺🇸 Persians · United States
687
-10
🇦🇺 Khmer · Australia
672
-9
Player eAPM Actions Feudal Castle Imperial Opening
26 742 13:15 23:17 ⛏ Fast Castle
24 694 11:34 22:21 ⚔ Archer Rush
18 507 10:47 21:35 ⚔ Archer Rush
11 317 11:35 20:08 ⛏ Fast Castle
9 250 11:45 19:39 ⛏ Fast Castle
8 232 12:07 27:31 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,115 3,250 1,340 1,400 11,105 11,673
5,000 4,097 925 880 10,902 13,707
5,025 4,170 1,025 650 10,870 13,727
4,600 3,610 1,170 120 9,500 10,427
4,575 3,015 270 480 8,340 9,849
3,975 3,140 240 700 8,055 11,222
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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