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Arabia

503869349Analyzed
3v3 RM · 7d ago on Sep 2, 2026· 72m 24s· 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
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773
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762
+16
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718
+18
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786
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🇵🇹 Portuguese · Portugal
771
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🇦🇷 Ethiopians · Argentina
758
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Player eAPM Actions Feudal Castle Imperial Opening
20 1,454 11:31 23:27 49:18 ⚔ Archer Rush
16 1,147 11:33 21:07 35:30 ⚔ Archer Rush
16 1,168 13:09 25:50 50:12 ⚔ Skirmisher Rush
14 1,010 10:08 18:38 35:36 ⛏ Fast Castle
14 980 11:30 18:58 47:33 ⛏ Fast Castle
11 788 11:30 27:14 41:00 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
36,315 11,081 20,545 200 68,141 82,847
22,955 16,050 18,380 1,500 58,885 75,279
24,475 19,175 9,700 4,455 57,805 66,879
21,815 20,590 12,580 2,350 57,335 76,828
19,640 11,275 7,870 3,730 42,515 45,405
12,795 15,595 6,380 1,895 36,665 37,568
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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