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503395726Analyzed
3v3 RM · 10d ago on Aug 31, 2026· 38m 18s· 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
🇩🇰 Slavs · Denmark
906
+16
🇬🇧 Malians · United Kingdom
876
+17
🇦🇷 Portuguese · Argentina
832
+19
🇨🇿 Bohemians · Czechia
916
-18
🇨🇿 Hindustanis · Czechia
911
-18
🇨🇿 Malay · Czechia
866
-16
Player eAPM Actions Feudal Castle Imperial Opening
35 1,353 12:03 19:13 34:56 ⛏ Fast Castle
35 1,360 10:12 18:46 ⛏ Fast Castle
27 1,043 11:13 17:43 32:50 ⛏ Fast Castle
25 954 9:56 18:42 ⛏ Fast Castle
14 539 11:08 21:35 ⛏ Fast Castle
13 515 10:30 18:53 34:46 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
15,355 11,826 6,040 2,425 35,646 40,070
15,240 9,880 6,350 2,900 34,370 40,759
9,935 12,580 4,915 1,465 28,895 31,020
8,950 10,190 2,885 850 22,875 29,507
10,170 9,510 1,995 945 22,620 23,926
11,470 5,695 3,475 900 21,540 29,254
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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