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503524078Analyzed
3v3 RM · 8d ago on Sep 1, 2026· 48m 58s· 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
🇺🇸 Bulgarians · United States
1201
+13
🇨🇱 Tatars · Chile
1179
+14
🇦🇷 Spanish · Argentina
1117
+17
🇲🇽 Portuguese · Mexico
1189
-17
🇦🇷 Tupi · Argentina
1132
-14
🇦🇷 Goths · Argentina
1076
-12
Player eAPM Actions Feudal Castle Imperial Opening
45 2,223 10:37 14:58 34:45 ⛏ Fast Castle
41 2,002 10:25 14:29 31:57 ⛏ Fast Castle
37 1,805 10:49 14:57 35:08 ⛏ Fast Castle
30 1,470 10:19 15:56 35:05 ⛏ Fast Castle
22 1,093 10:57 22:36 41:23 ⛏ Fast Castle
18 896 10:32 20:55 40:07 ⚔ Drush FC

Resources

Player Food Wood Gold Stone Spent Collected
22,210 23,273 8,560 1,670 55,713 62,485
24,125 17,610 10,605 3,140 55,480 56,052
15,875 15,995 10,995 2,415 45,280 59,609
14,125 14,705 10,155 2,165 41,150 50,607
19,925 10,245 8,605 1,420 40,195 46,273
14,925 8,880 3,665 1,650 29,120 35,271
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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