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503618557Analyzed
3v3 RM · 9d ago on Sep 1, 2026· 45m 37s· 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
🇹🇷 Magyars · Türkiye
1082
+16
🇹🇷 Teutons · Türkiye
1039
+18
🇨🇳 Khmer · China
1010
+19
🇩🇪 Vietnamese · Germany
1120
-19
🇵🇱 Bulgarians · Poland
1070
-17
🇵🇱 Ethiopians · Poland
1054
-17
Player eAPM Actions Feudal Castle Imperial Opening
42 1,909 10:25 17:55 38:43 ⛏ Fast Castle
31 1,411 9:55 21:13 41:48 ⚔ Drush
30 1,379 9:55 14:19 34:55 ⛏ Fast Castle
28 1,276 10:59 20:07 38:37 ⚔ Scout Rush
28 1,277 9:57 20:26 42:46 ⚔ Archer Rush
24 1,100 10:22 19:00 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
25,400 11,010 18,720 1,250 56,380 59,845
16,800 15,732 9,290 1,550 43,372 48,722
17,605 12,105 10,415 3,000 43,125 45,023
11,820 10,178 5,770 1,500 29,268 34,159
12,075 5,385 6,855 1,365 25,680 28,938
9,440 7,755 2,320 100 19,615 21,528
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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