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503264486Analyzed
3v3 RM · 9d ago on Aug 30, 2026· 47m 14s· 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
🇨🇿 Magyars · Czechia
1417
+10
🇦🇷 Maya · Argentina
1346
+13
🇧🇷 Shu · Brazil
1321
+15
🇺🇸 Tatars · United States
1291
-13
🇺🇸 Georgians · United States
1291
-13
🇺🇸 Ethiopians · United States
1291
-13
Player eAPM Actions Feudal Castle Imperial Opening
44 2,091 8:36 20:42 34:53 ⚔ Archer Rush
35 1,664 10:07 20:04 34:09 ⚔ Skirmisher Rush
35 1,642 11:28 15:48 42:35 ⛏ Fast Castle
33 1,537 10:50 15:03 34:20 ⛏ Fast Castle
29 1,369 9:26 22:31 ⚔ Archers into Skirms
23 1,092 9:49 23:09 41:57 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
28,850 15,050 20,425 3,200 67,525 76,435
21,585 24,561 15,455 2,230 63,831 66,166
21,405 19,785 12,185 2,315 55,690 58,906
27,085 12,175 10,675 2,505 52,440 64,038
15,345 16,721 7,780 2,125 41,971 45,522
10,490 12,875 4,280 4,370 32,015 32,741
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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