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503167291Analyzed
3v3 RM · 2mo ago on Aug 30, 2026· 51m 7s· 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
🇨🇿 Poles · Czechia
1100
+16
🇹🇷 Slavs · Türkiye
1065
+17
🇹🇷 Franks · Türkiye
1060
+17
vs
🇮🇳 Koreans · India
1137
-19
🇮🇳 Franks · India
1084
-16
🇮🇳 Britons · India
1055
-15
Player eAPM Actions Feudal Castle Imperial Opening
32 1,658 10:32 15:05 32:26 ⛏ Fast Castle
29 1,505 10:23 17:51 28:49 ⛏ Fast Castle
26 1,340 11:40 16:32 43:52 ⛏ Fast Castle
25 1,276 10:01 14:09 42:29 ⛏ Fast Castle
24 1,229 9:36 18:41 36:58 ⚔ Archer Rush
21 1,078 11:17 15:47 36:05 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
24,525 13,005 14,850 3,440 55,820 64,827
21,015 14,928 11,210 1,760 48,913 53,290
21,990 13,850 5,585 1,700 43,125 51,575
18,885 8,585 11,835 2,895 42,200 56,205
11,625 19,795 7,750 2,900 42,070 45,978
8,850 11,970 9,025 2,350 32,195 37,048
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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