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515488790Analyzed
3v3 RM · 13d ago on Oct 22, 2026· 27m 1s· 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
🇪🇸 Persians · Spain
1165
+12
🇪🇸 Mongols · Spain
1133
+13
🇪🇸 Saxons · Spain
1095
+16
vs
🇺🇸 Sicilians · United States
1090
-14
🇨🇳 Dravidians · China
1084
-14
🇨🇱 Magyars · Chile
1057
-13
Player eAPM Actions Feudal Castle Imperial Opening
34 930 11:40 19:16 — ⚔ Skirmisher Rush
27 718 10:36 — — ⚔ M@A into Towers into Skirms
26 703 9:12 16:56 — ⛏ Fast Castle
23 608 9:45 22:12 — ⚔ Towers into Archers
22 590 10:30 15:06 — ⛏ Fast Castle
16 424 9:48 16:09 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,470 3,325 2,870 0 13,665 14,689
5,975 5,206 845 1,200 13,226 14,721
6,500 4,715 1,615 325 13,155 13,294
5,260 3,530 680 375 9,845 11,385
3,720 2,390 645 490 7,245 8,384
3,275 2,665 1,200 0 7,140 8,167
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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