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503211692Analyzed
3v3 RM · 10d ago on Aug 30, 2026· 35m 51s· 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
🇪🇸 Mongols · Spain
1046
+16
🇹🇼 Romans · Taiwan
1019
+17
🇪🇸 Muisca · Spain
1016
+17
🇧🇷 Khmer · Brazil
1049
-17
🇧🇷 Franks · Brazil
1046
-17
🇧🇷 Spanish · Brazil
1015
-15
Player eAPM Actions Feudal Castle Imperial Opening
46 1,646 9:45 21:52 ⚔ Scout Rush
34 1,213 9:48 23:32
32 1,135 8:39 21:57 ⚔ Scouts into Towers
28 1,018 9:53 23:05
22 801 10:51 18:01 35:15 ⛏ Fast Castle
21 741 10:02 17:56 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
13,650 9,415 4,410 2,300 29,775 33,572
12,700 8,570 3,875 1,500 26,645 29,400
13,035 8,971 2,850 1,290 26,146 28,431
10,565 7,540 2,970 200 21,275 24,869
9,725 7,620 1,940 1,795 21,080 22,251
9,420 6,640 3,925 900 20,885 24,546
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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