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503435926Analyzed
3v3 RM · 9d ago on Aug 31, 2026· 36m 36s· 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
🇺🇸 Jurchens · United States
926
+13
🇬🇧 Gurjaras · United Kingdom
919
+14
🇵🇰 Turks · Pakistan
918
+14
🇺🇸 Romans · United States
893
-15
🇲🇽 Franks · Mexico
869
-14
🇭🇺 Teutons · Hungary
839
-12
Player eAPM Actions Feudal Castle Imperial Opening
24 890 8:52 20:56 ⚔ Scout Rush
22 791 12:18 16:19 ⛏ Fast Castle
16 579 11:51 19:50 34:50 ⛏ Fast Castle
13 460 11:40 17:11 ⛏ Fast Castle
10 379 13:18 17:53 29:34 ⛏ Fast Castle
9 314 10:55 27:52

Resources

Player Food Wood Gold Stone Spent Collected
13,150 9,425 4,015 850 27,440 30,702
12,305 6,555 2,855 1,500 23,215 25,188
9,330 8,730 4,285 850 23,195 24,570
9,210 7,070 4,325 1,500 22,105 27,714
10,275 8,445 1,250 1,435 21,405 26,862
3,740 2,865 300 530 7,435 10,337
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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