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Arabia

503297592Analyzed
3v3 RM · 10d ago on Aug 31, 2026· 40m 27s· 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
🇪🇨 Georgians · Ecuador
1146
+11
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1105
+12
🇵🇪 Ethiopians · Peru
1071
+14
🇦🇷 Dravidians · Argentina
1116
-16
🇦🇷 Portuguese · Argentina
983
-11
🇦🇷 Burgundians · Argentina
982
-10
Player eAPM Actions Feudal Castle Imperial Opening
45 1,823 9:46 21:49 34:36 ⚔ M@A into Archers
40 1,611 12:32 21:44 ⚔ Scout Rush
35 1,411 10:27 22:38 ⚔ Scout Rush
35 1,433 11:45 39:58
30 1,207 10:00 23:00 38:16
25 1,000 9:24 21:11 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
15,035 8,650 4,170 875 28,730 32,091
11,525 8,904 5,475 1,600 27,504 31,607
10,620 5,970 4,100 115 20,805 25,663
8,000 6,117 1,850 850 16,817 17,200
7,990 6,331 1,225 315 15,861 17,799
6,480 6,036 465 175 13,156 16,453
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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