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← [KMNB] Bandeira

Lombardia

507714873Analyzed
3v3 RM · 14d ago on Sep 19, 2026· 25m 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
🇧🇷 Ethiopians · Brazil
1602
+20
🇧🇷 Magyars · Brazil
1504
+24
🇧🇷 Mongols · Brazil
1420
+25
🇹🇼 Ethiopians · Taiwan
1783
-27
🇹🇼 Mongols · Taiwan
1748
-25
🇹🇼 Franks · Taiwan
1524
-17
Player eAPM Actions Feudal Castle Imperial Opening
61 1,519 9:14 19:32 — ⚔ Scout Rush
51 1,272 10:59 17:24 — ⛏ Fast Castle
51 1,287 11:05 15:50 — ⛏ Fast Castle
40 1,012 9:03 21:38 — ⚔ Archer Rush
34 848 12:51 16:42 — ⛏ Fast Castle
28 697 8:48 19:41 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,400 3,595 2,825 200 15,020 15,020
5,225 5,013 2,615 200 13,053 12,949
6,000 4,707 250 650 11,607 13,299
6,145 3,908 400 500 10,953 12,038
4,200 3,163 1,375 840 9,578 10,185
4,705 2,942 895 210 8,752 8,879
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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