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Arena

509058281Analyzed
3v3 RM · 7d ago on Sep 25, 2026· 53m 49s· 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
🇦🇺 Danes · Australia
883
+16
🇨🇳 Turks · China
865
+17
🇨🇳 Franks · China
812
+19
🇨🇳 Persians · China
941
-61
🇪🇸 Ethiopians · Spain
856
-16
🇨🇳 Spanish · China
846
-16
Player eAPM Actions Feudal Castle Imperial Opening
65 3,489 10:21 14:06 43:21 ⛏ Fast Castle
26 1,417 11:20 16:58 40:41 ⛏ Fast Castle
21 1,140 11:54 20:13 34:18 ⚔ Archer Rush
11 614 23:59 37:50 — ⚔ Archers into Skirms into Scouts
6 304 13:24 18:40 — ⛏ Fast Castle
5 247 13:07 — —

Resources

Player Food Wood Gold Stone Spent Collected
27,430 18,630 17,990 2,800 66,850 76,976
26,210 18,055 8,775 2,440 55,480 58,581
19,465 19,495 11,935 3,325 54,220 70,676
12,305 7,090 3,815 790 24,000 28,546
3,755 3,705 710 425 8,595 8,525
1,700 475 0 0 2,175 2,924
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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