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503242908Analyzed
3v3 RM · 1mo ago on Aug 30, 2026· 29m 28s· 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
🇮🇹 Italians · Italy
1887
+8
🇮🇹 Lithuanians · Italy
1881
+8
🇮🇹 Spanish · Italy
1825
+10
🇩🇪 Vietnamese · Germany
1734
-10
🇨🇭 Slavs · Switzerland
1680
-8
🇩🇪 Bohemians · Germany
1659
-8
Player eAPM Actions Feudal Castle Imperial Opening
58 1,716 8:00 17:08 25:20 ⚔ Archer Rush
44 1,300 9:04 18:25 — ⛏ Fast Castle
41 1,221 10:50 14:24 — ⛏ Fast Castle
39 1,158 9:37 13:30 24:51 ⛏ Fast Castle
35 1,017 10:52 14:31 — ⚔ FC into Scouts
33 987 10:40 14:30 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
10,300 6,945 1,825 585 19,655 23,191
9,495 6,632 2,160 975 19,262 23,086
6,100 5,479 3,465 650 15,694 15,448
6,985 4,238 2,190 2,170 15,583 16,287
5,400 5,196 2,300 130 13,026 14,224
4,310 5,168 1,850 200 11,528 11,545
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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