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Arena

514527872Analyzed
3v3 RM · 1d ago on Oct 18, 2026· 38m 51s· 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
🇦🇺 Ethiopians · Australia
1161
+17
🇺🇸 Franks · United States
1158
+17
🇦🇺 Huns · Australia
1153
+17
vs
🇮🇳 Celts · India
1219
-19
🇪🇸 Poles · Spain
1204
-18
🇺🇦 Bohemians · Ukraine
1096
-14
Player eAPM Actions Feudal Castle Imperial Opening
39 1,503 11:12 14:59 29:33 ⛏ Fast Castle
28 1,086 11:05 15:41 37:45 ⛏ Fast Castle
27 1,035 11:24 15:51 29:26 ⛏ Fast Castle
21 832 10:35 14:16 28:42 ⛏ Fast Castle
20 774 10:19 13:56 — ⛏ Fast Castle
17 643 11:09 15:28 35:07 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
28,210 15,465 22,335 3,000 69,010 76,143
27,675 8,115 15,625 850 52,265 56,845
17,415 9,470 11,375 1,500 39,760 44,629
11,005 11,400 3,995 850 27,250 31,117
10,545 7,550 4,845 2,150 25,090 34,317
9,585 5,970 1,085 2,540 19,180 20,594
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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