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514347805Analyzed
3v3 RM · 13h ago on Oct 17, 2026· 72m 0s· 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
🇨🇾 Khmer · Cyprus
905
+12
🇨🇾 Inca · Cyprus
885
+13
🇨🇾 Tatars · Cyprus
599
+24
vs
🇳🇱 Saracens · Netherlands
855
-18
🇬🇷 Bulgarians · Greece
802
-16
🇩🇪 Goths · Germany
779
-15
Player eAPM Actions Feudal Castle Imperial Opening
32 2,319 11:28 19:14 36:25 ⛏ Fast Castle
25 1,811 10:40 19:33 32:56
19 1,342 11:43 22:51 41:07
15 1,067 14:21 24:55 44:48 ⚔ Archers into Champis
14 1,028 12:49 19:33 31:04 ⛏ Fast Castle
9 663 11:04 23:37 44:03 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
36,585 25,120 16,660 5,700 84,065 122,008
34,000 17,060 13,380 6,650 71,090 73,900
20,790 28,823 13,920 3,830 67,363 114,986
28,655 24,605 10,030 1,550 64,840 73,059
17,200 23,670 12,120 1,875 54,865 60,074
15,605 9,035 7,685 2,070 34,395 63,390
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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