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Arabia

515965343Analyzed
3v3 RM · 13d ago on Oct 24, 2026· 36m 31s· 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
🇧🇷 Persians · Brazil
1283
+17
🇨🇴 Vikings · Colombia
1283
+17
🇪🇸 Britons · Spain
1149
+23
vs
🇦🇹 Danes · Austria
1377
-22
🇦🇹 Wei · Austria
1353
-21
🇦🇹 Huns · Austria
1179
-14
Player eAPM Actions Feudal Castle Imperial Opening
52 1,917 9:10 27:17 — ⚔ Archer Rush
51 1,849 9:31 24:41 — ⚔ M@A into Skirms
40 1,466 9:16 22:47 — ⚔ Scout Rush
32 1,155 10:01 24:18 — ⚔ Scout Rush
27 995 9:39 23:46 — ⚔ Scout Rush
22 793 9:53 19:17 — ⚔ M@A FC

Resources

Player Food Wood Gold Stone Spent Collected
12,205 8,695 6,245 100 27,245 28,126
12,845 6,822 3,890 750 24,307 27,742
12,725 6,928 3,880 100 23,633 25,326
11,725 5,053 5,060 200 22,038 23,600
7,010 8,521 2,035 1,600 19,166 19,130
6,725 7,825 4,125 100 18,775 20,097
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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