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503275132Analyzed
3v3 RM · 1mo ago on Aug 30, 2026· 21m 10s· 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
🇨🇱 Goths · Chile
940
+15
939
+15
🇨🇱 Ethiopians · Chile
890
+17
🇦🇷 Persians · Argentina
929
-16
🇨🇦 Vikings · Canada
920
-16
🇺🇸 Muisca · United States
900
-15
Player eAPM Actions Feudal Castle Imperial Opening
46 969 11:26 — — ⚔ Archer Rush
32 685 9:31 — —
32 674 9:33 — — ⚔ Archer Rush
20 426 12:36 — — ⚔ M@A into Towers into Skirms
18 384 11:18 15:48 — ⛏ Fast Castle
16 333 9:36 15:51 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,425 3,780 2,080 0 10,285 11,666
4,075 3,088 1,380 0 8,543 8,940
3,775 3,075 480 0 7,330 8,427
3,950 2,285 260 375 6,870 9,404
3,525 2,455 250 200 6,430 6,766
2,775 1,505 300 650 5,230 5,097
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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