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503234509Analyzed
3v3 RM · 2mo ago on Aug 30, 2026· 45m 20s· 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 · France
1282
+10
🇲🇽 Shu · Mexico
1216
+13
🇮🇳 Khmer · India
1183
+15
vs
🇸🇪 Maya · Sweden
1265
-18
🇸🇪 Berbers · Sweden
1144
-12
🇸🇪 Huns · Sweden
1050
-8
Player eAPM Actions Feudal Castle Imperial Opening
67 3,020 11:25 16:11 32:28 ⛏ Fast Castle
50 2,284 11:25 19:52 34:53
33 1,509 11:00 15:05 28:11 ⛏ Fast Castle
26 1,168 9:48 16:43 38:20 ⚔ FC into Scouts
25 1,112 9:31 20:20 32:09 ⚔ Archer Rush
16 745 10:49 14:28 29:15 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,900 18,505 10,545 850 51,800 53,687
24,015 12,551 9,815 1,600 47,981 52,190
23,195 14,705 8,425 950 47,275 52,017
15,125 17,075 8,755 2,505 43,460 48,107
15,065 12,610 12,790 1,600 42,065 45,973
9,725 10,865 7,350 2,955 30,895 35,254
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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