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503177843Analyzed
3v3 RM · 10d ago on Aug 30, 2026· 44m 20s· 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
🇩🇪 Inca · Germany
955
+13
🇫🇷 Teutons · France
871
+17
🇱🇻 Burgundians · Latvia
855
+18
🇷🇺 Khmer · Russia
945
-41
860
-14
🇷🇺 Spanish · Russia
859
-14
Player eAPM Actions Feudal Castle Imperial Opening
35 1,558 10:27 20:38 34:36 ⛏ Fast Castle
30 1,329 11:22 15:05 28:45 ⛏ Fast Castle
25 1,094 12:05 17:11 35:40 ⛏ Fast Castle
20 886 10:19 20:16 34:13 ⛏ Fast Castle
15 644 10:26 20:42 44:00
13 580 11:03 22:23 38:55 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
25,800 14,330 7,565 3,050 50,745 66,015
16,555 13,090 9,440 1,720 40,805 45,718
19,080 11,635 5,770 2,900 39,385 44,718
17,975 10,315 8,145 2,350 38,785 41,969
15,465 9,675 4,595 1,220 30,955 33,875
10,490 8,780 2,330 2,030 23,630 26,861
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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