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503518506Analyzed
3v3 RM · 9d ago on Sep 1, 2026· 49m 16s· 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
🇦🇷 Poles · Argentina
989
+11
🇦🇷 Celts · Argentina
956
+13
🇦🇷 Goths · Argentina
772
+21
🇦🇷 Franks · Argentina
952
-18
🇺🇸 Romans · United States
861
-14
🇺🇸 Vietnamese · United States
848
-13
Player eAPM Actions Feudal Castle Imperial Opening
38 1,849 10:34 15:38 29:41 ⛏ Fast Castle
25 1,249 10:53 22:44 40:12 ⛏ Fast Castle
21 1,033 13:44 24:50 ⚔ Towers into Archers
18 901 10:45 18:26 27:17 ⛏ Fast Castle
18 878 11:07 15:45 33:23 ⛏ Fast Castle
10 515 13:33 26:50 40:39 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
20,290 16,145 11,305 2,150 49,890 57,012
16,025 21,143 10,440 1,720 49,328 65,756
16,490 7,438 8,595 2,320 34,843 35,963
12,405 11,572 5,285 2,520 31,782 36,885
12,265 9,668 4,655 1,400 27,988 38,172
12,770 10,568 2,065 1,125 26,528 29,887
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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