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Arabia

503170389Analyzed
3v3 RM · 9d ago on Aug 30, 2026· 39m 3s· 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
🇪🇸 Poles · Spain
1305
+14
🇫🇷 Ethiopians · France
1275
+15
🇨🇴 Vietnamese · Colombia
1258
+16
🇫🇷 Portuguese · France
1358
-20
🇫🇷 Cumans · France
1354
-19
🇫🇷 Goths · France
1051
-7
Player eAPM Actions Feudal Castle Imperial Opening
66 2,584 10:01 23:03 ⚔ Archers into Skirms
60 2,333 9:12 25:44 ⚔ Archer Rush
41 1,602 11:16 25:20 ⚔ Skirmisher Rush
34 1,312 9:28 22:57 37:18 ⚔ Archer Rush
31 1,217 11:00 22:51 36:05 ⚔ Scout Rush
26 1,028 11:44 25:53 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
20,105 10,346 3,095 1,055 34,601 37,456
11,825 12,288 6,380 850 31,343 33,808
14,530 10,730 3,855 1,800 30,915 33,182
9,300 9,988 5,810 880 25,978 28,589
7,500 7,052 2,630 950 18,132 18,797
7,645 7,050 1,230 1,400 17,325 19,354
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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