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Arabia

509538814Analyzed
3v3 RM · 3d ago on Sep 27, 2026· 75m 8s· 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
🇨🇳 Franks · China
1421
+14
🇨🇱 Ethiopians · Chile
1329
+18
🇨🇦 Spanish · Canada
1318
+20
🇦🇷 Koreans · Argentina
1417
-19
🇵🇪 Ethiopians · Peru
1371
-17
🇦🇷 Magyars · Argentina
1348
-16
Player eAPM Actions Feudal Castle Imperial Opening
47 3,526 9:30 19:27 42:05 ⚔ Scout Rush
46 3,486 11:09 15:14 35:30 ⛏ Fast Castle
44 3,337 11:04 23:53 55:15 ⚔ Archer Rush
32 2,426 9:47 19:59 39:29 ⚔ Archer Rush
32 2,380 12:32 16:37 — ⛏ Fast Castle
25 1,895 10:18 22:43 39:49 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
.
52,285 21,492 28,520 4,560 106,857 116,306
34,455 42,940 13,815 6,825 98,035 105,665
36,685 17,431 23,720 1,500 79,336 80,151
22,730 29,066 13,775 2,225 67,796 90,246
28,985 26,031 9,120 700 64,836 65,636
19,780 19,780 10,470 3,155 53,185 54,811
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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