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503664329Analyzed
3v3 RM · 2mo ago on Sep 1, 2026· 43m 5s· 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 · Czechia
1432
+14
🇨🇿 Dravidians · Czechia
1395
+16
🇨🇿 Malians · Czechia
1387
+16
vs
🇧🇪 Persians · Belgium
1460
-19
1411
-16
🇧🇪 Ethiopians · Belgium
1294
-11
Player eAPM Actions Feudal Castle Imperial Opening
41 1,771 9:21 19:18 34:47 ⚔ Scout Rush
41 1,768 9:21 18:12 31:09 ⚔ Archer Rush
41 1,753 9:31 13:12 29:29 ⛏ Fast Castle
41 1,752 11:43 15:18 36:03 ⛏ Fast Castle
40 1,728 9:20 22:44 36:04 ⚔ Archer Rush
32 1,378 9:41 20:36 38:09 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
20,540 15,300 11,650 1,875 49,365 52,169
20,870 16,860 7,655 2,725 48,110 51,982
21,045 12,145 11,545 1,775 46,510 53,279
22,580 10,288 8,540 950 42,358 47,113
12,560 12,513 5,045 2,900 33,018 35,440
9,075 10,540 7,070 1,345 28,030 31,088
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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