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503079030Analyzed
3v3 RM · 2mo ago on Aug 30, 2026· 23m 45s· 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
1233
+9
🇨🇳 Khitans · China
907
+23
🇨🇳 Poles · China
884
+24
vs
🇨🇳 Italians · China
1098
-20
🇨🇳 Persians · China
1060
-18
🇨🇳 Goths · China
1049
-18
Player eAPM Actions Feudal Castle Imperial Opening
31 742 11:05 15:34 — ⛏ Fast Castle
29 694 10:59 16:25 — ⛏ Fast Castle
29 690 10:49 16:25 — ⛏ Fast Castle
26 626 11:50 17:02 — ⛏ Fast Castle
23 545 11:28 15:12 — ⛏ Fast Castle
15 366 11:16 15:35 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,950 4,695 250 245 11,140 14,134
5,615 3,245 1,010 100 9,970 10,467
3,650 3,500 975 865 8,990 10,259
4,775 3,505 300 200 8,780 10,739
4,025 3,452 605 570 8,652 9,829
4,615 2,985 300 750 8,650 10,161
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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