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Arena

510049161Analyzed
3v3 RM · 5d ago on Sep 29, 2026· 55m 53s· 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
🇮🇳 Chinese · India
1234
+14
🇮🇳 Italians · India
1234
+14
🇺🇸 Khmer · United States
1182
+17
🇮🇳 Japanese · India
1221
-16
1195
-15
🇮🇳 Poles · India
1176
-14
Player eAPM Actions Feudal Castle Imperial Opening
42 2,368 9:29 14:32 31:40 ⛏ Fast Castle
40 2,219 12:04 16:31 29:35 ⛏ Fast Castle
28 1,569 11:26 15:38 32:56 ⛏ Fast Castle
26 1,448 10:15 14:09 28:27 ⛏ Fast Castle
25 1,402 11:27 15:36 40:28 ⛏ Fast Castle
18 1,006 10:49 14:57 32:06 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
24,595 45,955 25,570 4,450 100,570 114,413
29,260 19,930 15,345 6,495 71,030 93,370
33,820 15,160 14,355 2,850 66,185 78,295
13,250 26,970 15,490 1,730 57,440 71,882
25,410 12,516 11,870 2,430 52,226 69,602
11,815 8,710 6,000 995 27,520 29,692
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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