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503464127Analyzed
3v3 RM · 1mo ago on Aug 31, 2026· 38m 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
🇩🇪 Japanese · Germany
1058
+16
🇩🇪 Saracens · Germany
1054
+16
🇩🇪 Franks · Germany
1020
+18
🇦🇷 Byzantines · Argentina
1081
-18
🇵🇪 Italians · Peru
1059
-17
🇨🇱 Chinese · Chile
1038
-16
Player eAPM Actions Feudal Castle Imperial Opening
46 1,739 10:47 17:13 38:05 ⛏ Fast Castle
39 1,471 9:53 24:56 — ⚔ Skirms into Archers
38 1,444 10:48 26:37 — ⚔ Skirmisher Rush
37 1,391 9:44 20:19 32:42 ⚔ Archer Rush
32 1,202 10:12 24:25 — ⚔ M@A into Skirms
19 718 11:49 16:37 32:53 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
15,430 11,080 4,125 1,100 31,735 34,144
11,900 7,380 5,745 2,250 27,275 30,871
10,570 6,883 4,475 1,840 23,768 27,168
11,730 8,495 1,880 1,055 23,160 24,545
8,605 6,872 3,225 1,500 20,202 21,230
8,145 7,240 895 1,400 17,680 21,082
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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