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503464267Analyzed
3v3 RM · 10d ago on Aug 31, 2026· 20m 57s· 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
🇨🇴 Japanese · Colombia
1121
+14
🇨🇴 Magyars · Colombia
1045
+17
🇨🇴 Mapuche · Colombia
966
+21
🇩🇪 Spanish · Germany
1148
-21
🇩🇪 Burgundians · Germany
1077
-18
🇩🇪 Ethiopians · Germany
1006
-14
Player eAPM Actions Feudal Castle Imperial Opening
42 878 9:34 ⚔ Scout Rush
39 817 9:52 ⚔ M@A Rush
31 645 10:50 15:24 ⛏ Fast Castle
27 565 11:20 16:51 ⛏ Fast Castle
25 517 10:24 15:11 ⛏ Fast Castle
16 345 13:33

Resources

Player Food Wood Gold Stone Spent Collected
9,565 3,525 150 0 13,240 13,906
3,500 3,100 820 100 7,520 8,243
4,005 2,185 1,000 30 7,220 7,824
3,685 2,755 455 0 6,895 8,057
3,650 1,320 645 650 6,265 7,265
2,350 1,958 140 125 4,573 4,861
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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