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503065750Analyzed
3v3 RM · 11d ago on Aug 30, 2026· 20m 58s· 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
🇨🇦 Poles · Canada
1473
+7
🇺🇸 Malay · United States
1329
+13
🇺🇸 Turks · United States
1133
+22
🇨🇴 Aztecs · Colombia
1274
-14
🇺🇸 Celts · United States
1256
-13
🇨🇳 Ethiopians · China
1250
-13
Player eAPM Actions Feudal Castle Imperial Opening
55 1,158 8:49 17:31 ⚔ M@A FC
42 884 8:56 18:04 ⚔ Scout Rush
36 753 11:30 18:12 ⛏ Fast Castle
28 593 10:35 15:04 ⚔ FC into Archers
17 362 11:30 15:39 ⛏ Fast Castle
17 347 11:21 16:20 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,980 3,195 1,450 100 10,725 10,940
4,795 2,830 475 650 8,750 9,249
4,250 3,133 1,260 100 8,743 9,274
4,180 2,206 840 650 7,876 8,058
4,075 2,130 860 260 7,325 7,203
3,100 2,053 385 65 5,603 6,124
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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