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503529656Analyzed
3v3 RM · 1mo ago on Sep 1, 2026· 30m 59s· 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
🇦🇷 Romans · Argentina
1565
+9
🇦🇷 Khmer · Argentina
1497
+11
🇦🇷 Celts · Argentina
1474
+12
🇲🇽 Saracens · Mexico
1425
-12
🇲🇽 Maya · Mexico
1388
-11
🇲🇽 Gurjaras · Mexico
1362
-9
Player eAPM Actions Feudal Castle Imperial Opening
67 2,072 10:28 13:09 — ⛏ Fast Castle
53 1,647 10:07 13:45 — ⛏ Fast Castle
43 1,326 9:49 13:44 — ⛏ Fast Castle
36 1,112 9:22 21:47 — ⚔ Archer Rush
29 914 10:59 15:17 — ⛏ Fast Castle
28 855 8:59 14:38 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
9,500 7,936 2,225 2,285 21,946 22,674
10,315 5,225 4,145 200 19,885 20,022
7,310 6,480 2,470 1,400 17,660 18,929
6,425 7,515 3,255 200 17,395 18,838
5,150 8,168 3,350 100 16,768 18,196
3,185 3,105 640 200 7,130 7,034
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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