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503697582Analyzed
3v3 RM · 8d ago on Sep 1, 2026· 30m 50s· 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 · Türkiye
983
+12
🇪🇸 Japanese · Spain
885
+17
🇹🇷 Cumans · Türkiye
791
+21
🇧🇷 Mongols · Brazil
923
-18
🇧🇷 Italians · Brazil
900
-17
🇧🇷 Vietnamese · Brazil
883
-16
Player eAPM Actions Feudal Castle Imperial Opening
52 1,592 10:07 25:05 ⚔ Archer Rush
29 901 11:06 17:41 ⚔ FC into Scouts
28 858 10:05 26:44 ⚔ Skirmisher Rush
17 520 11:18 ⚔ M@A Rush
16 497 10:37 19:48 ⛏ Fast Castle
13 409 11:11 22:51

Resources

Player Food Wood Gold Stone Spent Collected
7,890 7,495 2,400 765 18,550 19,494
6,325 6,370 2,215 100 15,010 17,017
5,970 3,245 2,525 100 11,840 13,543
5,975 3,568 1,070 0 10,613 13,383
5,310 3,065 710 805 9,890 10,857
4,065 2,175 410 1,375 8,025 9,389
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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