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Arabia

503529169Analyzed
3v3 RM · 9d ago on Sep 1, 2026· 66m 36s· 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
🇦🇷 Magyars · Argentina
1142
+15
🇦🇷 Mongols · Argentina
1141
+15
🇨🇱 Khmer · Chile
1004
+21
🇲🇽 Jurchens · Mexico
1172
-19
🇦🇷 Ethiopians · Argentina
1118
-17
🇦🇷 Poles · Argentina
1064
-15
Player eAPM Actions Feudal Castle Imperial Opening
60 4,002 9:32 26:49 45:57 ⚔ Scouts into Archers
52 3,494 9:15 19:49 34:54 ⚔ Scout Rush
45 2,987 10:09 22:54 39:09 ⚔ Archer Rush
40 2,672 10:28 23:17 39:05 ⚔ Scout Rush
32 2,126 11:30 16:27 33:49 ⛏ Fast Castle
24 1,598 10:09 23:20 40:57 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
32,680 43,696 20,165 3,180 99,721 110,402
32,065 24,919 31,950 5,635 94,569 111,881
21,510 35,448 18,130 1,700 76,788 105,459
32,395 12,380 23,635 1,155 69,565 72,164
33,665 12,050 19,110 2,050 66,875 77,420
15,020 23,852 18,260 2,800 59,932 71,578
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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