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Arabia

506705798Analyzed
3v3 RM · 19d ago on Sep 14, 2026· 52m 20s· 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
🇺🇸 Spanish · United States
821
+19
🇪🇸 Sicilians · Spain
799
+19
🇲🇽 Britons · Mexico
799
+19
🇪🇸 Franks · Spain
946
-68
🇦🇷 Ethiopians · Argentina
841
-18
🇦🇷 Bohemians · Argentina
841
-18
Player eAPM Actions Feudal Castle Imperial Opening
31 1,630 13:13 18:20 41:03 ⛏ Fast Castle
17 890 10:14 19:20 48:34 ⛏ Fast Castle
17 889 11:21 24:27 52:15 ⚔ Archer Rush
16 814 12:49 37:40 49:58 ⚔ Tower Rush
14 729 10:55 22:28 38:04 ⛏ Fast Castle
7 343 15:06 51:04 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
15,635 20,080 12,105 1,695 49,515 58,079
20,265 9,095 10,935 2,800 43,095 48,186
15,230 8,930 6,385 2,395 32,940 36,241
9,155 12,530 6,995 950 29,630 36,345
10,160 6,122 4,370 1,400 22,052 26,236
5,225 4,180 450 100 9,955 12,410
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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