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513971918Analyzed
3v3 RM · 2d ago on Oct 16, 2026· 74m 55s· 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
838
+14
🇦🇷 Bohemians · Argentina
809
+15
🇦🇷 Sicilians · Argentina
766
+17
vs
🇺🇸 Bulgarians · United States
919
-20
🇺🇸 Khmer · United States
755
-14
🇺🇸 Franks · United States
708
-13
Player eAPM Actions Feudal Castle Imperial Opening
29 2,136 10:46 22:41 39:46 ⛏ Fast Castle
24 1,820 10:16 15:04 36:26 ⛏ Fast Castle
24 1,778 12:12 15:58 32:46 ⛏ Fast Castle
19 1,413 10:45 15:18 33:35 ⛏ Fast Castle
19 1,423 9:56 22:18 —
7 534 13:35 23:26 37:41 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
46,495 19,790 21,575 3,460 91,320 98,027
33,255 27,720 19,525 2,800 83,300 91,828
25,505 32,569 11,530 6,685 76,289 77,663
33,450 20,280 14,170 4,950 72,850 79,504
17,455 7,510 12,170 3,450 40,585 52,910
8,705 6,345 2,720 2,840 20,610 22,872
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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