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503654937Analyzed
3v3 RM · 2mo ago on Sep 1, 2026· 31m 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
🇲🇽 Cumans · Mexico
1413
+13
🇺🇸 Poles · United States
1351
+16
🇺🇸 Goths · United States
1344
+16
vs
🇪🇸 Spanish · Spain
1346
-15
🇳🇱 Armenians · Netherlands
1343
-15
🇬🇧 Vietnamese · United Kingdom
1339
-15
Player eAPM Actions Feudal Castle Imperial Opening
36 1,131 12:10 16:17 25:13 ⛏ Fast Castle
31 968 8:14 23:08 — ⛏ Fast Castle
28 896 11:18 22:21 —
23 718 9:32 20:59 —
23 725 9:30 13:47 — ⛏ Fast Castle
21 679 10:42 14:46 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
11,330 6,155 5,680 970 24,135 26,771
6,800 8,069 3,145 850 18,864 20,168
5,875 5,971 630 300 12,776 14,310
6,870 4,343 900 335 12,448 15,057
4,175 3,850 1,290 1,300 10,615 12,950
2,890 1,975 775 680 6,320 9,927
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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