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513951900Analyzed
3v3 RM · 10d ago on Oct 16, 2026· 46m 4s· 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
🇦🇷 Celts · Argentina
751
+13
🇦🇷 Mongols · Argentina
708
+14
🇦🇷 Burgundians · Argentina
691
+15
vs
🇲🇽 Celts · Mexico
690
-15
🇦🇷 Chinese · Argentina
682
-14
🇪🇸 Cumans · Spain
652
-13
Player eAPM Actions Feudal Castle Imperial Opening
24 1,110 11:59 15:55 41:58 ⛏ Fast Castle
22 999 10:30 23:34 31:44 ⛏ Fast Castle
22 1,020 10:02 23:19 44:36
14 626 13:29 22:09 — ⛏ Fast Castle
9 404 13:02 28:32 — ⚔ M@A Rush
9 412 14:26 27:16 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
11,470 7,730 6,540 1,600 27,340 29,154
11,420 10,405 1,870 2,250 25,945 30,445
11,920 5,800 3,755 3,350 24,825 32,861
10,445 7,530 4,510 750 23,235 30,550
6,675 3,520 1,000 250 11,445 12,353
5,675 3,925 795 350 10,745 13,890
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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