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503186855Analyzed
3v3 RM · 9d ago on Aug 30, 2026· 34m 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
🇱🇻 Maya · Latvia
923
+12
🇫🇷 Franks · France
839
+13
🇩🇪 Italians · Germany
742
+17
🇹🇷 Vietnamese · Türkiye
796
-14
🇺🇸 Khmer · United States
783
-14
🇺🇸 Spanish · United States
727
-11
Player eAPM Actions Feudal Castle Imperial Opening
36 1,214 11:07 30:18 ⛏ Fast Castle
18 604 10:31 20:49 ⛏ Fast Castle
17 577 11:49 ⚔ Scouts into Skirms
15 501 10:12 15:10 29:36 ⛏ Fast Castle
13 446 10:33 24:09 ⚔ Archer Rush
9 294 12:48

Resources

Player Food Wood Gold Stone Spent Collected
10,405 6,500 3,970 200 21,075 26,092
4,775 10,630 665 1,440 17,510 21,311
8,655 5,680 1,950 985 17,270 18,951
6,990 5,490 2,930 300 15,710 18,205
4,050 3,330 50 205 7,635 9,624
2,075 1,365 0 125 3,565 5,202
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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