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514053508Analyzed
3v3 RM · 1d ago on Oct 16, 2026· 43m 15s· 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
🇩🇪 Hindustanis · Germany
1259
+18
🇪🇸 Vietnamese · Spain
1222
+19
🇪🇸 Huns · Spain
1219
+19
vs
🇹🇼 Sicilians · Taiwan
1328
-20
🇹🇼 Goths · Taiwan
1289
-19
🇹🇼 Turks · Taiwan
1254
-17
Player eAPM Actions Feudal Castle Imperial Opening
52 2,267 9:50 18:52 35:53 ⚔ M@A FC into Archers
41 1,785 11:08 31:46 — ⛏ Fast Castle
40 1,723 11:45 16:57 29:52 ⛏ Fast Castle
31 1,334 10:46 21:25 36:43 ⚔ Scout Rush
30 1,287 10:03 20:16 37:06 ⚔ Archer Rush
22 948 9:40 29:30 — ⚔ Tower Rush

Resources

Player Food Wood Gold Stone Spent Collected
26,335 16,910 6,670 850 50,765 64,037
22,340 13,775 11,425 950 48,490 53,990
16,680 13,975 7,690 1,730 40,075 44,516
17,895 11,305 5,580 1,115 35,895 37,897
5,175 5,790 785 1,475 13,225 14,942
5,290 4,000 1,420 1,075 11,785 12,249
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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