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503176984Analyzed
3v3 RM · 9d ago on Aug 30, 2026· 57m 39s· 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
🇸🇰 Georgians · Slovakia
790
+17
785
+17
🇸🇰 Britons · Slovakia
755
+18
🇲🇽 Mongols · Mexico
867
-20
🇨🇿 Lithuanians · Czechia
819
-18
🇨🇱 Goths · Chile
737
-14
Player eAPM Actions Feudal Castle Imperial Opening
20 1,144 8:40 23:07 39:29 ⛏ Fast Castle
18 1,041 11:48 21:30 34:38 ⛏ Fast Castle
16 894 11:49 19:31 29:35 ⛏ Fast Castle
16 948 10:19 18:36 32:40 ⛏ Fast Castle
15 846 11:23 23:21 33:27 ⚔ FC into Archers
11 630 11:50 20:29 33:46 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
24,025 28,970 19,150 1,350 73,495 84,868
40,870 16,510 12,845 850 71,075 81,830
26,295 25,520 15,065 3,825 70,705 89,586
19,585 14,005 13,970 1,240 48,800 54,749
18,605 13,035 5,890 3,150 40,680 41,881
17,530 13,208 6,960 1,535 39,233 43,186
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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