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503358434Analyzed
3v3 RM · 2mo ago on Aug 31, 2026· 33m 42s· 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
🇦🇺 Britons · Australia
1380
+15
🇦🇺 Cumans · Australia
1354
+17
🇦🇺 Koreans · Australia
1350
+17
vs
🇷🇴 Ethiopians · Romania
1438
-19
🇬🇧 Malians · United Kingdom
1366
-16
🇷🇴 Britons · Romania
1298
-13
Player eAPM Actions Feudal Castle Imperial Opening
58 1,950 9:13 20:09 — ⚔ Archers into Skirms
56 1,898 9:09 22:58 — ⚔ Archer Rush
55 1,857 9:23 23:17 — ⚔ Archer Rush
39 1,302 9:28 23:37 — ⚔ Scout Rush
32 1,083 9:56 23:31 — ⚔ Archers into Skirms
28 932 11:17 15:10 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
8,575 10,114 7,110 200 25,999 26,926
12,175 6,735 6,170 200 25,280 29,026
7,550 8,513 4,755 975 21,793 22,898
9,130 4,535 4,415 325 18,405 19,686
5,445 6,500 3,590 155 15,690 17,823
6,050 6,128 1,120 270 13,568 13,168
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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