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503358740Analyzed
3v3 RM · 10d ago on Aug 31, 2026· 32m 8s· 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
🇬🇧 Armenians · United Kingdom
1432
+5
🇬🇧 Persians · United Kingdom
1192
+17
🇬🇧 Jurchens · United Kingdom
1127
+16
🇨🇳 Poles · China
1138
-11
🇨🇳 Magyars · China
1128
-11
🇨🇳 Turks · China
1101
-10
Player eAPM Actions Feudal Castle Imperial Opening
48 1,532 10:22 14:34 ⛏ Fast Castle
41 1,324 9:35 15:20 ⛏ Fast Castle
25 802 10:19 14:12 ⛏ Fast Castle
20 648 10:13 14:34 30:29 ⛏ Fast Castle
19 611 10:07 17:09 ⛏ Fast Castle
17 539 9:59 16:56 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
13,050 10,743 2,750 1,780 28,323 30,833
13,320 8,130 4,770 1,500 27,720 33,815
11,580 6,593 2,915 100 21,188 21,407
5,445 6,133 3,395 0 14,973 15,737
5,865 4,075 1,220 230 11,390 13,701
4,100 3,030 385 650 8,165 8,521
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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