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503295827Analyzed
3v3 RM · 10d ago on Aug 31, 2026· 34m 27s· 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
🇺🇸 Byzantines · United States
742
+11
🇺🇸 Italians · United States
671
+14
🇺🇸 Romans · United States
632
+16
🇨🇴 Magyars · Colombia
651
-15
🇦🇷 Celts · Argentina
632
-14
🇺🇸 Japanese · United States
628
-14
Player eAPM Actions Feudal Castle Imperial Opening
48 1,650 11:43 20:11 31:44 ⚔ Archer Rush
26 907 10:18 16:44 ⛏ Fast Castle
18 622 10:00 32:58 ⚔ Scouts into Archers
17 585 11:54 24:03
12 401 10:10 19:03 34:24 ⛏ Fast Castle
11 369 12:24 26:29 ⚔ Drush

Resources

Player Food Wood Gold Stone Spent Collected
8,195 7,042 3,820 1,695 20,752 22,816
10,065 6,621 2,325 1,100 20,111 23,064
7,535 7,875 3,000 1,055 19,465 21,395
8,120 4,810 2,000 100 15,030 17,264
7,310 4,665 1,450 750 14,175 24,367
5,890 6,940 720 125 13,675 14,241
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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