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503226180Analyzed
3v3 RM · 9d ago on Aug 30, 2026· 44m 52s· 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
🇵🇪 Britons · Peru
625
+10
🇲🇽 Persians · Mexico
594
+11
🇺🇸 Lithuanians · United States
576
+12
🇨🇦 Teutons · Canada
573
-15
🇨🇴 Burgundians · Colombia
506
-12
🇺🇸 Britons · United States
397
-8
Player eAPM Actions Feudal Castle Imperial Opening
18 819 8:16 28:41 ⚔ Scout Rush
17 741 10:07 28:22 41:33 ⛏ Fast Castle
17 761 10:57 18:13 32:19 ⛏ Fast Castle
15 675 15:57 28:36 39:35 ⛏ Fast Castle
12 557 9:42 19:47 33:37 ⛏ Fast Castle
9 385 11:55 24:13 34:54 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
17,105 15,200 8,885 2,150 43,340 49,220
18,440 10,120 6,970 2,250 37,780 45,770
12,820 10,955 5,865 2,245 31,885 50,451
11,990 8,500 5,085 2,710 28,285 30,242
11,150 9,470 2,760 2,200 25,580 31,223
4,775 4,480 1,165 1,475 11,895 12,884
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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