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503493552Analyzed
3v3 RM · 8d ago on Aug 31, 2026· 61m 4s· 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
🇹🇼 Persians · Taiwan
807
+16
🇦🇷 Sicilians · Argentina
775
+17
🇮🇹 Ethiopians · Italy
749
+19
🇦🇷 Aztecs · Argentina
833
-19
🇦🇷 Lithuanians · Argentina
801
-17
🇦🇷 Turks · Argentina
788
-17
Player eAPM Actions Feudal Castle Imperial Opening
32 1,975 9:35 21:02 32:18 ⚔ Drush into Scouts
22 1,328 10:46 22:16 36:55 ⛏ Fast Castle
21 1,261 50:16 58:01 ⛏ Fast Castle
15 928 10:38 26:02 40:11 ⚔ Scout Rush
12 756 12:42 39:14 49:39 ⚔ Drush
10 636 12:51 25:51 36:18 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
26,170 23,201 28,270 4,850 82,491 87,560
23,445 18,244 14,330 3,380 59,399 90,361
18,780 14,900 12,530 2,700 48,910 73,102
20,945 11,135 7,895 1,500 41,475 51,978
13,385 8,900 4,060 2,350 28,695 34,381
8,325 4,627 250 400 13,602 16,230
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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