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Arabia

503450807Analyzed
3v3 RM · 10d ago on Aug 31, 2026· 28m 45s· 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
🇨🇿 Vietnamese · Czechia
1005
+14
🇨🇿 Burgundians · Czechia
991
+15
🇨🇿 Bohemians · Czechia
984
+15
🇳🇴 Japanese · Norway
984
-16
🇹🇼 Magyars · Taiwan
982
-15
🇹🇼 Mongols · Taiwan
936
-13
Player eAPM Actions Feudal Castle Imperial Opening
47 1,349 9:49 22:35 ⚔ Archers into Skirms
47 1,348 10:13 23:41 ⚔ Archer Rush
34 978 10:44 21:39 ⛏ Fast Castle
27 781 11:47 23:44 ⚔ Scout Rush
22 630 11:04 27:04 ⚔ Archers into Skirms
19 560 9:28 19:21

Resources

Player Food Wood Gold Stone Spent Collected
8,095 5,064 2,075 200 15,434 18,254
7,060 4,970 885 850 13,765 13,853
6,485 5,087 1,805 100 13,477 15,506
5,650 4,627 1,940 105 12,322 14,481
5,135 3,765 1,025 455 10,380 11,129
4,080 4,012 1,020 650 9,762 11,262
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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