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503193022Analyzed
3v3 RM · 9d ago on Aug 30, 2026· 56m 53s· 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
🇧🇷 Turks · Brazil
674
+12
🇨🇳 Teutons · China
524
+18
🇩🇪 Byzantines · Germany
469
+21
🇬🇷 Britons · Greece
628
-19
🇺🇸 Portuguese · United States
570
-17
🇧🇷 Ethiopians · Brazil
525
-15
Player eAPM Actions Feudal Castle Imperial Opening
36 2,059 9:47 19:08 34:56 ⛏ Fast Castle
22 1,268 9:34 23:28
18 1,039 11:01 23:37 37:59 ⛏ Fast Castle
15 836 13:28 21:44 40:48 ⚔ FC into Archers
13 755 14:13 31:09 48:11
6 336 12:25 21:56 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
19,550 22,045 16,330 2,400 60,325 72,374
14,995 17,630 10,980 3,145 46,750 50,449
18,025 14,805 6,650 1,285 40,765 46,639
13,810 8,800 9,820 4,750 37,180 43,851
17,150 11,675 4,770 2,240 35,835 40,941
4,860 2,375 845 650 8,730 10,173
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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