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503527664Analyzed
3v3 RM · 8d ago on Sep 1, 2026· 24m 42s· 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
🇨🇱 Japanese · Chile
923
+16
🇨🇱 Turks · Chile
907
+17
🇨🇱 Goths · Chile
906
+17
🇺🇸 Huns · United States
953
-52
🇺🇸 Teutons · United States
917
-45
🇺🇸 Gurjaras · United States
917
-45
Player eAPM Actions Feudal Castle Imperial Opening
28 698 11:13 16:34 22:11 ◆ FC into Fast Imp
21 518 12:45 ⚔ M@A into Towers
19 480 12:51 ⚔ M@A Rush
17 408 10:39 ⚔ Scout Rush
11 274 11:45
9 228 10:43 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,905 2,288 1,765 750 9,708 10,394
3,495 2,630 725 0 6,850 8,688
3,525 2,480 480 125 6,610 9,177
3,450 2,190 235 250 6,125 9,077
2,675 1,705 260 250 4,890 5,461
2,230 1,585 40 0 3,855 4,309
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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