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503585446Analyzed
3v3 RM · 2d 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
🇵🇰 Persians · Pakistan
1167
+18
🇹🇷 Japanese · Türkiye
1125
+20
🇯🇵 Byzantines · Japan
1043
+23
🇹🇼 Franks · Taiwan
1217
-21
🇹🇼 Khmer · Taiwan
1217
-21
🇺🇸 Romans · United States
1215
-21
Player eAPM Actions Feudal Castle Imperial Opening
In9Ma Romans
41 2,011 8:16 12:12 26:35 ⛏ Fast Castle
khamz Persians
33 1,648 7:40 11:32 26:45 ⛏ Fast Castle
takoyaki Byzantines
24 1,161 8:56 16:04 30:22 ⛏ Fast Castle
12 576 7:55 12:33 ⛏ Fast Castle
8 387 8:18 12:12 ⛏ Fast Castle
notagoodplayer Japanese
7 338 8:10 12:50 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
46,280 29,941 15,945 5,220 97,386 98,184
36,705 17,515 29,810 5,620 89,650 96,912
27,920 22,585 10,380 2,475 63,360 73,581
4,950 3,670 250 850 9,720 10,565
3,650 3,080 400 200 7,330 9,214
3,350 2,615 200 850 7,015 8,632
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, with civ discounts not modelled. Collected adds what was still banked at the end: 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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