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Arabia

503681923Analyzed
3v3 RM · 8d ago on Sep 1, 2026· 60m 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
🇳🇱 Vietnamese · Netherlands
1033
+16
🇳🇱 Burgundians · Netherlands
1023
+17
🇳🇱 Magyars · Netherlands
1019
+17
🇳🇴 Vietnamese · Norway
1060
-18
🇳🇴 Spanish · Norway
1057
-17
🇳🇴 Italians · Norway
1008
-15
Player eAPM Actions Feudal Castle Imperial Opening
48 2,944 9:32 24:49 49:31 ⚔ Archer Rush
42 2,568 9:31 25:13 42:37 ⚔ Scout Rush
40 2,422 10:08 21:37 44:00 ⚔ Skirmisher Rush
38 2,303 9:10 25:49 56:11 ⚔ Archer Rush
26 1,584 11:42 26:08 46:44 ⚔ Skirms into Archers
17 1,047 9:28 20:32 38:49 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
26,495 15,950 15,470 3,625 61,540 72,838
21,525 21,253 14,295 2,430 59,503 66,684
19,955 23,213 10,270 1,930 55,368 57,060
24,705 14,621 10,985 950 51,261 51,993
18,515 17,370 9,640 2,890 48,415 51,346
15,200 16,510 8,165 1,305 41,180 52,994
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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