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514549450Analyzed
3v3 RM · 2d ago on Oct 18, 2026· 44m 10s· 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
🇵🇪 Vikings · Peru
936
+15
🇨🇷 Franks · Costa Rica
934
+15
🇮🇳 Lithuanians · India
923
+16
vs
🇩🇪 Persians · Germany
1152
-24
🇩🇪 Dravidians · Germany
901
-15
🇩🇪 Bohemians · Germany
697
-7
Player eAPM Actions Feudal Castle Imperial Opening
28 1,235 11:14 16:54 31:16 ⛏ Fast Castle
26 1,158 11:30 15:11 35:59 ⛏ Fast Castle
25 1,083 9:48 14:07 29:29 ⛏ Fast Castle
19 831 11:35 20:46 31:23 ⛏ Fast Castle
15 675 10:41 16:33 — ⛏ Fast Castle
10 438 10:48 21:54 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
22,025 10,650 9,275 2,920 44,870 48,268
13,590 10,450 8,710 950 33,700 44,956
16,065 7,520 4,455 2,880 30,920 47,648
13,745 9,761 4,670 1,960 30,136 32,961
10,170 7,750 3,120 1,135 22,175 33,458
8,230 6,655 1,685 1,575 18,145 17,870
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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