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QS Arena

503135995Analyzed
3v3 RM · 2mo ago on Aug 30, 2026· 17m 33s· 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
🇬🇧 Gurjaras · United Kingdom
1470
+5
🇬🇧 Turks · United Kingdom
1235
+14
🇿🇦 Hindustanis · South Africa
1233
+14
vs
🇰🇷 Britons · South Korea
1237
-13
🇧🇷 Shu · Brazil
1194
-11
🇳🇴 Lithuanians · Norway
1150
-9
Player eAPM Actions Feudal Castle Imperial Opening
47 824 8:49 14:08 — ⛏ Fast Castle
24 429 8:14 12:48 — ⛏ Fast Castle
19 333 9:06 15:01 — ⛏ Fast Castle
19 334 8:54 13:02 — ⛏ Fast Castle
18 314 8:14 12:47 — ⛏ Fast Castle
17 292 8:55 13:15 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,525 2,880 200 200 7,805 8,909
3,700 1,835 1,150 650 7,335 8,133
3,825 1,969 725 0 6,519 7,638
3,105 2,060 590 650 6,405 6,611
3,245 2,135 385 100 5,865 7,028
3,085 1,695 315 755 5,850 6,533
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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