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503514584Analyzed
3v3 RM · 9d ago on Sep 1, 2026· 67m 56s· 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
🇺🇸 Romans · United States
950
+17
🇺🇸 Muisca · United States
945
+17
🇺🇸 Aztecs · United States
912
+26
🇧🇷 Magyars · Brazil
1134
-24
🇧🇷 Britons · Brazil
951
-17
🇧🇷 Celts · Brazil
816
-13
Player eAPM Actions Feudal Castle Imperial Opening
51 3,445 8:40 19:46 42:15 ⚔ Scout Rush
22 1,488 11:12 23:20 65:24 ⚔ Archer Rush
21 1,454 10:57 23:18 43:45 ⚔ M@A FC
19 1,310 9:31 20:09 40:08 ⚔ M@A FC
14 974 10:45 20:39 39:40 ⚔ Archer Rush
9 645 10:29 21:31 33:22 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
32,195 25,408 20,105 2,800 80,508 91,551
38,485 12,435 23,620 2,700 77,240 88,899
27,860 10,805 20,965 1,500 61,130 68,359
19,755 24,533 7,445 3,000 54,733 61,165
15,420 15,138 10,025 2,645 43,228 48,435
14,805 10,130 8,695 2,700 36,330 57,944
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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