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Arabia

503690233Analyzed
3v3 RM · 8d ago on Sep 1, 2026· 51m 55s· 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
🇧🇷 Wei · Brazil
1198
+10
🇧🇷 Mongols · Brazil
1189
+10
🇧🇷 Huns · Brazil
1042
+17
🇺🇾 Romans · Uruguay
1091
-14
🇩🇪 Franks · Germany
1069
-13
🇲🇦 Mongols · Morocco
1021
-17
Player eAPM Actions Feudal Castle Imperial Opening
42 2,158 9:42 24:56 42:01 ⚔ Scout Rush
31 1,594 11:35 19:11 31:22 ⛏ Fast Castle
28 1,474 11:02 19:17 ⚔ Scout Rush
23 1,190 11:04 16:25 42:18 ⛏ Fast Castle
20 1,051 9:04 22:45 41:24 ⚔ Scout Rush
17 891 9:35 42:32 ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
15,580 25,123 12,845 1,500 55,048 59,931
25,680 10,921 16,010 2,380 54,991 61,132
18,800 13,962 8,835 5,050 46,647 50,219
18,635 15,144 9,630 2,800 46,209 66,874
15,115 7,886 3,645 4,075 30,721 34,789
5,770 4,487 360 200 10,817 11,204
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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