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Arabia

503753016Analyzed
3v3 RM · 7d ago on Sep 2, 2026· 24m 13s· 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
🇲🇽 Britons · Mexico
1021
+15
🇲🇽 Magyars · Mexico
1002
+16
🇲🇽 Vikings · Mexico
946
+18
🇨🇳 Bulgarians · China
1019
-17
🇨🇱 Vikings · Chile
985
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🇨🇳 Malians · China
982
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Player eAPM Actions Feudal Castle Imperial Opening
64 1,549 9:07 20:37 ⚔ Scout Rush
47 1,129 11:40
38 917 11:21 19:33 ⛏ Fast Castle
30 718 9:42 23:36 ⚔ Archer Rush
28 667 10:34 ⚔ Skirmisher Rush
25 608 12:48 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,995 4,305 1,700 100 12,100 12,385
4,385 4,547 1,715 200 10,847 12,100
4,800 3,203 200 905 9,108 9,550
4,930 3,025 420 125 8,500 9,159
3,485 2,845 975 0 7,305 8,993
2,615 1,655 50 0 4,320 4,761
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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