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QS Arena

503272980Analyzed
3v3 RM · 9d ago on Aug 30, 2026· 32m 58s· 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
🇮🇳 Turks · India
797
+11
🇺🇸 Japanese · United States
781
+12
🇺🇸 Turks · United States
726
+14
🇨🇦 Teutons · Canada
708
-13
🇺🇸 Poles · United States
675
-12
🇺🇸 Shu · United States
672
-12
Player eAPM Actions Feudal Castle Imperial Opening
24 777 9:33 14:06 ⛏ Fast Castle
22 734 9:57 17:46 30:08 ⛏ Fast Castle
21 682 7:38 14:55 31:52 ⛏ Fast Castle
19 628 8:39 17:39 28:26 ⛏ Fast Castle
12 403 11:09 16:22 22:08 ◆ FC into Fast Imp
11 361 10:45 16:12 21:09 ◆ FC into Fast Imp

Resources

Player Food Wood Gold Stone Spent Collected
10,610 4,440 3,880 1,400 20,330 23,546
10,060 6,205 2,380 1,500 20,145 25,739
8,175 8,335 1,345 1,725 19,580 23,529
6,455 5,495 3,860 650 16,460 19,154
6,695 5,010 4,725 0 16,430 20,730
6,630 5,495 4,300 5 16,430 17,752
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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