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514152599Analyzed
3v3 RM · 4d ago on Oct 16, 2026· 30m 57s· 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
🇦🇷 Koreans · Argentina
1114
+13
🇨🇳 Celts · China
1089
+14
🇲🇽 Poles · Mexico
1043
+16
vs
🇺🇸 Celts · United States
1108
-18
🇺🇸 Danes · United States
1025
-13
🇺🇸 Vietnamese · United States
1000
-37
Player eAPM Actions Feudal Castle Imperial Opening
53 1,641 9:20 20:52 — ⚔ Scouts into Towers
33 1,031 10:48 15:29 — ⛏ Fast Castle
31 950 9:57 13:58 — ⛏ Fast Castle
24 730 9:30 25:53 — ⚔ Archer Rush
16 496 10:59 16:34 30:28 ⛏ Fast Castle
15 458 12:59 27:45 —

Resources

Player Food Wood Gold Stone Spent Collected
5,990 9,355 5,275 0 20,620 21,621
8,670 4,395 2,075 1,750 16,890 18,370
8,670 4,990 1,470 850 15,980 20,170
6,590 5,950 1,760 0 14,300 14,793
6,325 5,050 1,480 100 12,955 14,176
5,860 4,435 1,145 850 12,290 13,675
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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