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503467862Analyzed
3v3 RM · 9d ago on Aug 31, 2026· 42m 6s· 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
1135
+12
🇨🇴 Magyars · Colombia
1062
+15
🇨🇴 Mapuche · Colombia
987
+18
🇨🇳 Mongols · China
1043
-15
🇪🇸 Slavs · Spain
1042
-15
🇳🇿 Wei · New Zealand
1034
-15
Player eAPM Actions Feudal Castle Imperial Opening
38 1,586 9:34 21:39 38:15 ⚔ M@A Rush
36 1,521 9:43 24:01 38:52 ⚔ Scout Rush
27 1,124 13:49 19:00 38:13 ⛏ Fast Castle
26 1,078 11:06 23:09 ⛏ Fast Castle
21 883 9:49 18:12 30:54 ⛏ Fast Castle
14 574 12:12 27:23 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,505 6,495 11,025 850 39,875 43,471
16,165 9,250 6,810 2,050 34,275 35,365
12,475 9,150 5,165 2,550 29,340 36,904
8,485 4,085 2,230 755 15,555 20,681
6,745 6,112 1,570 925 15,352 18,543
3,100 2,135 385 680 6,300 7,273
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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