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503198331Analyzed
3v3 RM · 2mo ago on Aug 30, 2026· 87m 33s· 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
🇰🇷 Hindustanis · South Korea
1221
+12
🇵🇰 Britons · Pakistan
1154
+15
🇮🇳 Saracens · India
1072
+18
vs
🇺🇸 Armenians · United States
1143
-16
🇨🇭 Celts · Switzerland
1122
-15
🇹🇼 Burgundians · Taiwan
1104
-14
Player eAPM Actions Feudal Castle Imperial Opening
63 5,480 9:31 23:03 38:17 ⚔ M@A into Archers
63 5,528 10:24 15:51 34:59 ⛏ Fast Castle
45 3,946 11:10 16:18 40:45 ⛏ Fast Castle
37 3,243 9:52 23:26 37:38 ⚔ Archer Rush
28 2,436 9:36 25:07 38:17 ⚔ Archer Rush
18 1,564 10:00 21:46 41:00 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
70,020 27,095 42,655 4,335 144,105 151,053
51,620 35,999 23,860 5,390 116,869 141,821
45,790 48,448 17,260 4,565 116,063 122,512
30,605 32,032 22,075 3,405 88,117 91,832
37,220 25,970 17,280 7,050 87,520 105,016
18,150 11,506 10,430 1,985 42,071 46,827
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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