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503142169Analyzed
3v3 RM · 10d ago on Aug 30, 2026· 65m 44s· 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
🇦🇺 Khmer · Australia
1037
+15
🇦🇺 Persians · Australia
1036
+15
🇦🇺 Portuguese · Australia
1036
+15
🇮🇳 Shu · India
1022
-15
🇲🇽 Teutons · Mexico
1018
-40
🇨🇳 Bulgarians · China
980
-13
Player eAPM Actions Feudal Castle Imperial Opening
35 2,303 10:02 16:41 38:53 ⛏ Fast Castle
25 1,670 13:08 17:11 35:04 ⛏ Fast Castle
22 1,476 9:41 19:25 33:16
20 1,311 11:27 20:43 34:43 ⛏ Fast Castle
14 945 12:44 17:44 47:21 ⛏ Fast Castle
8 522 13:12 19:49 35:13 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
32,750 31,664 15,620 4,375 84,409 93,229
37,285 21,070 17,480 1,900 77,735 92,721
31,225 21,705 11,935 3,325 68,190 74,450
32,335 17,585 12,920 4,040 66,880 82,204
25,065 16,734 10,545 2,210 54,554 57,609
18,020 14,610 8,505 1,875 43,010 50,864
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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