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503071830Analyzed
3v3 RM · 11d ago on Aug 30, 2026· 32m 15s· 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
🇦🇷 Turks · Argentina
815
+17
🇦🇷 Inca · Argentina
782
+18
🇦🇷 Franks · Argentina
752
+20
🇹🇷 Sicilians · Türkiye
882
-20
🇩🇪 Magyars · Germany
833
-18
🇨🇳 Mongols · China
780
-16
Player eAPM Actions Feudal Castle Imperial Opening
39 1,246 12:48 16:59 ⛏ Fast Castle
36 1,173 11:39 17:59 ⚔ FC into Scouts
26 850 12:14 25:20 ⚔ Scout Rush
17 540 13:14 24:53
15 491 9:30 30:31
9 289 9:06 20:19 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,095 3,636 1,685 2,050 14,466 16,513
7,215 4,870 1,115 375 13,575 16,019
6,220 4,341 1,445 1,170 13,176 14,429
6,175 4,230 685 1,140 12,230 14,057
4,945 4,075 1,370 1,545 11,935 14,151
4,360 3,995 1,175 875 10,405 12,835
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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