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503630621Analyzed
3v3 RM · 2mo ago on Sep 1, 2026· 23m 24s· 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
🇩🇪 Italians · Germany
975
+8
🇩🇪 Huns · Germany
872
+12
🇵🇱 Shu · Poland
834
+14
vs
🇺🇸 Khmer · United States
826
-13
🇲🇽 Aztecs · Mexico
794
-12
🇺🇸 Spanish · United States
754
-10
Player eAPM Actions Feudal Castle Imperial Opening
38 886 11:31 15:32 — ⛏ Fast Castle
27 642 11:36 — — ⚔ Archer Rush
21 497 10:55 15:48 — ⛏ Fast Castle
14 339 10:29 20:00 — ⛏ Fast Castle
12 278 11:57 17:14 — ⛏ Fast Castle
11 252 11:34 19:08 —

Resources

Player Food Wood Gold Stone Spent Collected
4,125 4,761 1,740 0 10,626 13,031
5,425 3,261 1,125 0 9,811 11,149
4,730 3,085 730 875 9,420 10,263
5,075 2,785 200 850 8,910 10,815
3,685 3,090 300 300 7,375 7,897
2,925 1,970 250 650 5,795 6,366
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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