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Arabia

503673656Analyzed
3v3 RM · 8d ago on Sep 1, 2026· 31m 43s· 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
🇫🇷 Spanish · France
678
+15
🇲🇦 Bohemians · Morocco
675
+15
🇲🇦 Franks · Morocco
613
+18
🇸🇪 Maya · Sweden
737
-20
🇸🇪 Sicilians · Sweden
627
-15
🇸🇪 Malians · Sweden
581
-13
Player eAPM Actions Feudal Castle Imperial Opening
43 1,353 11:24 21:44 ⚔ Scout Rush
19 591 12:01 19:30 ⛏ Fast Castle
17 543 11:51 17:02 ⛏ Fast Castle
16 523 11:15 ⚔ Archer Rush
11 364 13:01 28:51 ⚔ Scout Rush
10 313 15:11 29:04 ⚔ Towers into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
8,420 4,020 825 1,000 14,265 17,865
7,815 3,980 1,040 200 13,035 18,609
4,265 5,727 2,120 125 12,237 14,746
6,375 3,601 1,965 100 12,041 13,740
4,260 4,361 700 850 10,171 11,155
4,090 2,250 225 365 6,930 9,820
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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