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503699155Analyzed
3v3 RM · 8d ago on Sep 1, 2026· 28m 35s· 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
🇪🇸 Slavs · Spain
1103
+12
🇪🇸 Turks · Spain
1042
+15
🇪🇸 Magyars · Spain
872
+22
🇦🇷 Mongols · Argentina
1030
-17
🇦🇷 Poles · Argentina
1011
-16
🇦🇷 Koreans · Argentina
1002
-16
Player eAPM Actions Feudal Castle Imperial Opening
30 862 12:17 22:23 ⚔ Archer Rush
30 856 10:06 25:53 ⚔ Archer Rush
25 703 9:16 ⚔ M@A into Towers into Archers
24 694 11:56 15:42 ⛏ Fast Castle
23 646 10:07 20:10 ⚔ FC into Scouts
15 416 10:44 22:35 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,195 5,195 1,580 100 14,070 15,656
7,475 4,455 550 850 13,330 14,609
5,450 4,055 660 225 10,390 10,780
4,725 3,518 1,085 885 10,213 12,718
4,760 4,175 940 100 9,975 12,995
3,765 2,005 445 760 6,975 6,967
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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