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503525115Analyzed
3v3 RM · 7d ago on Sep 1, 2026· 46m 5s· 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
🇺🇸 Tupi · United States
959
+14
🇵🇪 Koreans · Peru
892
+17
🇵🇪 Celts · Peru
887
+18
🇦🇷 Sicilians · Argentina
1000
-20
🇦🇷 Celts · Argentina
969
-19
🇦🇷 Goths · Argentina
793
-11
Player eAPM Actions Feudal Castle Imperial Opening
40 1,846 10:23 22:56 ⚔ Tower Rush
22 1,018 9:43 21:43 41:29 ⚔ Archers into Skirms
22 1,020 10:33 26:47 ⚔ Archer Rush
20 940 13:48 27:32 ⚔ Archer Rush
19 859 11:00 15:33 38:31 ⛏ Fast Castle
15 697 11:01 18:25 42:19 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,635 10,305 9,845 2,300 44,085 51,899
13,450 16,461 7,965 760 38,636 44,437
15,860 8,570 7,530 750 32,710 41,780
11,045 10,900 4,415 1,600 27,960 34,735
6,360 14,615 3,830 2,185 26,990 28,471
10,245 9,616 4,495 900 25,256 25,548
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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