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503921819Analyzed
3v3 RM · 1mo ago on Sep 3, 2026· 53m 42s· 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
🇺🇸 Tatars · United States
1123
+12
🇺🇸 Persians · United States
1058
+15
🇺🇸 Japanese · United States
1040
+16
🇨🇴 Tatars · Colombia
1060
-15
🇺🇸 Magyars · United States
1047
-15
🇨🇴 Spanish · Colombia
1015
-13
Player eAPM Actions Feudal Castle Imperial Opening
54 2,921 10:25 23:50 — ⚔ Scouts into Skirms
51 2,763 9:55 23:10 — ⚔ Archer Rush
47 2,501 11:30 15:55 37:19 ⛏ Fast Castle
46 2,454 10:13 14:32 37:08 ⛏ Fast Castle
31 1,676 10:35 24:56 46:24 ⚔ Archers into Skirms
30 1,593 10:16 28:24 — ⚔ M@A into Towers into Scouts into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
21,615 21,543 11,605 2,205 56,968 60,079
26,570 11,213 17,800 1,380 56,963 61,206
17,380 16,475 6,320 2,350 42,525 50,069
8,550 13,200 4,975 2,285 29,010 31,505
11,750 10,154 3,660 1,110 26,674 29,407
12,605 8,370 2,385 2,775 26,135 28,337
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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