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Arabia

509212510Analyzed
3v3 RM · 7d ago on Sep 25, 2026· 69m 47s· 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
🇦🇷 Malians · Argentina
923
+17
🇪🇸 Teutons · Spain
918
+17
🇲🇽 Slavs · Mexico
904
+18
🇸🇪 Japanese · Sweden
1043
-21
🇸🇪 Franks · Sweden
979
-19
🇸🇪 Malay · Sweden
823
-12
Player eAPM Actions Feudal Castle Imperial Opening
48 3,324 10:53 25:12 42:57 ⚔ M@A into Archers
20 1,388 13:02 21:06 44:24 ⚔ M@A FC into Scouts
19 1,325 11:19 21:43 41:02
16 1,114 11:37 27:05 54:12
14 976 14:13 22:51 36:38
14 948 12:46 21:39 34:20 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
23,555 15,290 15,070 3,165 57,080 66,892
26,155 9,400 14,790 1,750 52,095 64,995
16,475 17,364 12,325 3,970 50,134 53,219
21,675 13,602 8,030 1,400 44,707 70,472
13,890 6,715 4,325 2,950 27,880 38,270
12,000 5,955 6,210 1,485 25,650 29,792
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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