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503277951Analyzed
3v3 RM · 10d ago on Aug 30, 2026· 45m 19s· 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
🇺🇸 Teutons · United States
1173
+17
🇨🇦 Koreans · Canada
1105
+20
🇨🇦 Shu · Canada
1044
+22
🇦🇷 Goths · Argentina
1197
-20
🇦🇷 Poles · Argentina
1187
-20
🇦🇷 Cumans · Argentina
1179
-19
Player eAPM Actions Feudal Castle Imperial Opening
59 2,679 10:16 19:47 35:17 ⚔ M@A FC
43 1,930 11:17 15:48 34:08 ⛏ Fast Castle
42 1,891 10:15 16:03 33:39 ⛏ Fast Castle
36 1,633 12:09 22:01 ⛏ Fast Castle
31 1,394 10:25 18:55 39:04 ⚔ Archer Rush
28 1,248 10:47 15:20 32:36 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
27,630 10,927 9,175 955 48,687 50,838
13,550 16,170 10,150 2,435 42,305 55,469
20,020 13,240 5,950 2,335 41,545 46,900
14,125 13,705 7,725 3,050 38,605 39,793
11,740 7,149 5,860 3,050 27,799 29,313
8,200 4,628 3,525 1,400 17,753 20,768
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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