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503383765Analyzed
3v3 RM · 9d ago on Aug 31, 2026· 41m 51s· 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
🇹🇼 Hindustanis · Taiwan
1509
+12
🇺🇸 Maya · United States
1508
+12
🇹🇼 Mapuche · Taiwan
1376
+18
🇳🇱 Mongols · Netherlands
1441
-15
🇫🇷 Britons · France
1419
-14
🇮🇹 Franks · Italy
1368
-12
Player eAPM Actions Feudal Castle Imperial Opening
70 2,932 9:18 20:16 32:46 ⚔ Archer Rush
53 2,212 10:37 14:26 32:14 ⛏ Fast Castle
46 1,930 11:02 16:13 34:11 ⚔ Skirmisher Rush
42 1,766 11:13 14:55 36:07 ⛏ Fast Castle
41 1,727 9:03 20:24 34:14 ⚔ Archer Rush
36 1,496 8:43 21:24 35:22 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
23,850 13,995 10,170 2,495 50,510 51,610
11,775 14,370 10,370 2,165 38,680 44,573
18,150 14,850 4,430 950 38,380 40,223
18,500 13,010 5,220 1,600 38,330 40,063
13,145 14,145 8,145 1,805 37,240 40,747
10,930 10,568 4,815 935 27,248 31,386
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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