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514110673Analyzed
3v3 RM · 4d ago on Oct 16, 2026· 35m 17s· 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
🇨🇿 Wei · Czechia
1112
+14
🇨🇿 Hindustanis · Czechia
1077
+15
🇨🇿 Khmer · Czechia
992
+19
vs
🇩🇪 Britons · Germany
1079
-17
🇩🇪 Khitans · Germany
1077
-17
🇺🇸 Vietnamese · United States
1023
-14
Player eAPM Actions Feudal Castle Imperial Opening
37 1,296 11:25 15:37 — ⛏ Fast Castle
30 1,050 11:10 17:12 — ⛏ Fast Castle
28 985 10:49 15:20 — ⛏ Fast Castle
18 636 9:36 21:28 — ⚔ Archer Rush
16 564 12:43 17:13 — ⛏ Fast Castle
13 452 12:04 23:52 —

Resources

Player Food Wood Gold Stone Spent Collected
12,095 6,165 4,270 1,500 24,030 28,014
10,855 4,820 3,910 750 20,335 22,826
9,875 6,517 770 2,135 19,297 24,432
9,105 4,020 3,535 0 16,660 17,603
6,050 4,095 1,180 1,500 12,825 15,206
5,050 4,390 1,165 200 10,805 11,612
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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