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503613025Analyzed
3v3 RM · 9d ago on Sep 1, 2026· 33m 38s· 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 · United Kingdom
951
+26
🇨🇳 Bulgarians · China
938
+16
🇨🇳 Huns · China
866
+19
🇹🇼 Bulgarians · Taiwan
952
-18
🇹🇼 Poles · Taiwan
929
-17
🇹🇼 Aztecs · Taiwan
916
-16
Player eAPM Actions Feudal Castle Imperial Opening
46 1,532 10:09 15:58 ⛏ Fast Castle
21 721 13:32 23:25 ⚔ Archers into Skirms
18 611 9:58 22:25 ⚔ M@A into Archers
17 578 9:33 18:46
16 545 14:12 24:18 ⛏ Fast Castle
16 552 11:06 21:37 ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
8,955 4,885 3,370 750 17,960 20,469
8,785 5,886 1,105 1,400 17,176 19,037
8,385 5,260 2,180 100 15,925 21,436
6,970 4,670 1,030 2,000 14,670 16,036
7,085 3,315 2,700 1,150 14,250 15,018
5,195 4,530 1,135 350 11,210 13,839
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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