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503247584Analyzed
3v3 RM · 10d ago on Aug 30, 2026· 38m 12s· 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
🇦🇷 Jurchens · Argentina
1268
+16
🇦🇷 Saracens · Argentina
1264
+17
🇦🇷 Ethiopians · Argentina
1256
+17
🇦🇷 Italians · Argentina
1303
-18
🇦🇷 Persians · Argentina
1301
-18
🇦🇷 Khmer · Argentina
1229
-14
Player eAPM Actions Feudal Castle Imperial Opening
62 2,356 8:54 21:47 36:33 ⚔ Archer Rush
48 1,839 10:07 20:51 ⚔ Archer Rush
42 1,602 9:23 21:55 ⚔ Scout Rush
40 1,523 10:26 13:53 ⛏ Fast Castle
26 1,000 10:15 15:53 ⚔ FC into Skirms
22 855 9:45 14:02 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
9,425 10,070 6,585 965 27,045 27,491
11,870 8,955 4,685 300 25,810 29,544
10,955 7,020 1,710 2,350 22,035 24,263
6,550 9,865 3,895 850 21,160 23,501
5,500 6,755 1,555 1,430 15,240 17,448
3,350 3,070 655 200 7,275 7,218
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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