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503059917Analyzed
3v3 RM · 11d ago on Aug 30, 2026· 30m 37s· 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
🇨🇴 Goths · Colombia
877
+15
🇨🇴 Persians · Colombia
877
+15
🇨🇴 Lithuanians · Colombia
770
+20
🇹🇼 Khmer · Taiwan
893
-18
🇵🇪 Bohemians · Peru
868
-17
🇨🇳 Goths · China
789
-14
Player eAPM Actions Feudal Castle Imperial Opening
23 708 11:41 16:05 ⛏ Fast Castle
22 679 11:23 16:37 ⛏ Fast Castle
20 618 10:10 21:17
19 572 10:09 16:23 ⛏ Fast Castle
13 388 11:14 15:01 ⛏ Fast Castle
8 234 10:39 24:12 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,870 5,940 1,545 750 16,105 18,247
7,515 5,455 1,245 1,500 15,715 20,024
6,915 4,720 2,350 1,400 15,385 16,514
6,195 5,145 1,725 400 13,465 15,382
4,810 3,825 290 380 9,305 10,279
4,470 3,815 780 0 9,065 9,418
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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