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513578043Analyzed
3v3 RM · 3d ago on Oct 14, 2026· 74m 5s· 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
🇸🇪 Varangians · Sweden
1122
+14
🇫🇷 Hindustanis · France
1058
+17
🇨🇭 Persians · Switzerland
949
+20
vs
🇺🇸 Spanish · United States
1146
-20
🇨🇳 Japanese · China
1095
-18
🇯🇵 Armenians · Japan
968
-13
Player eAPM Actions Feudal Castle Imperial Opening
38 2,832 8:57 18:56 33:34 ⚔ M@A into Archers
34 2,513 10:38 14:32 54:32 ⛏ Fast Castle
26 1,926 13:02 19:00 34:38 ⛏ Fast Castle
22 1,634 11:29 15:01 31:12 ⛏ Fast Castle
19 1,431 12:09 16:29 33:38 ⛏ Fast Castle
10 735 11:37 29:12 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
38,160 31,949 19,220 4,695 94,024 104,100
37,960 20,625 23,175 5,780 87,540 90,453
22,465 25,295 19,945 3,350 71,055 94,662
34,115 12,985 17,565 2,800 67,465 83,808
19,945 14,318 9,515 1,940 45,718 59,126
10,695 6,020 2,250 950 19,915 20,287
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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