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515494933Analyzed
3v3 RM · 13d ago on Oct 22, 2026· 51m 12s· 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
🇹🇷 Inca · Türkiye
651
+14
🇷🇺 Slavs · Russia
635
+15
🇬🇧 Japanese · United Kingdom
490
+21
vs
🇺🇸 Japanese · United States
727
-21
🇹🇼 Italians · Taiwan
611
-17
🇨🇦 Inca · Canada
492
-12
Player eAPM Actions Feudal Castle Imperial Opening
22 1,146 13:34 20:03 37:31 ⛏ Fast Castle
21 1,078 11:46 24:03 43:34 ⛏ Fast Castle
14 717 10:33 16:08 41:29 ⛏ Fast Castle
13 673 9:48 18:50 — ⛏ Fast Castle
11 564 13:13 17:32 42:39 ⛏ Fast Castle
8 395 13:23 27:37 — ⚔ Champi Rush

Resources

Player Food Wood Gold Stone Spent Collected
23,195 25,955 8,655 1,600 59,405 67,637
21,515 17,855 14,955 2,150 56,475 60,955
18,050 15,145 8,665 2,250 44,110 52,250
17,075 11,845 9,320 2,900 41,140 46,133
8,320 7,705 2,080 2,685 20,790 25,673
9,300 4,569 1,660 1,300 16,829 18,138
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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