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503156832Analyzed
3v3 RM · 11d ago on Aug 30, 2026· 48m 59s· 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
🇩🇪 Cumans · Germany
1339
+9
🇩🇪 Britons · Germany
1217
+14
🇩🇪 Khmer · Germany
1097
+20
🇮🇳 Turks · India
1194
-15
🇮🇳 Shu · India
1190
-15
🇮🇳 Romans · India
1170
-14
Player eAPM Actions Feudal Castle Imperial Opening
48 2,341 9:19 19:53 37:03 ⛏ Fast Castle
45 2,182 10:08 21:53 37:01 ⚔ Archer Rush
34 1,675 10:41 15:28 33:02 ⛏ Fast Castle
34 1,690 11:13 19:36 ⛏ Fast Castle
24 1,194 10:11 14:49 32:45 ⛏ Fast Castle
24 1,183 9:45 22:52 38:58 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
26,610 23,551 14,200 2,910 67,271 70,958
24,985 27,780 9,410 850 63,025 67,563
20,305 11,230 6,720 2,930 41,185 44,431
10,840 16,350 8,945 230 36,365 38,205
11,465 12,768 9,315 1,500 35,048 39,423
9,175 10,440 9,820 1,985 31,420 38,314
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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