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Arabia

503162609Analyzed
3v3 RM · 10d ago on Aug 30, 2026· 35m 21s· 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
🇵🇱 Burgundians · Poland
1049
+11
🇲🇽 Franks · Mexico
1036
+12
🇲🇽 Khmer · Mexico
752
+24
🇨🇳 Wei · China
945
-16
🇨🇳 Byzantines · China
934
-15
🇭🇰 Persians · Hong Kong SAR China
930
-15
Player eAPM Actions Feudal Castle Imperial Opening
50 1,776 13:32 22:18
35 1,239 11:04 17:55 ⛏ Fast Castle
33 1,164 13:12 26:21 ⚔ Skirmisher Rush
32 1,136 10:25 22:54 ⚔ Scout Rush
24 850 12:29 18:21 32:13 ⛏ Fast Castle
15 524 12:16 ⚔ Scouts into Archers

Resources

Player Food Wood Gold Stone Spent Collected
11,350 8,010 2,940 1,700 24,000 26,536
10,445 8,011 3,360 300 22,116 25,498
10,135 5,935 1,255 650 17,975 19,261
7,400 4,205 1,495 865 13,965 16,656
6,370 3,550 1,190 1,310 12,420 14,074
7,570 3,567 1,085 125 12,347 12,782
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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