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Arabia

509298916Analyzed
3v3 RM · 4d ago on Sep 26, 2026· 58m 35s· 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
958
+17
🇨🇳 Portuguese · China
936
+42
🇺🇸 Wei · United States
840
+22
🇲🇽 Franks · Mexico
1043
-21
🇲🇽 Teutons · Mexico
1020
-21
🇲🇽 Mongols · Mexico
890
-15
Player eAPM Actions Feudal Castle Imperial Opening
47 2,743 10:48 15:07 30:54 ⛏ Fast Castle
29 1,689 12:01 26:56 42:55
28 1,662 9:49 20:36 34:18 ⚔ Scout Rush
25 1,463 11:13 16:06 38:46 ⛏ Fast Castle
19 1,142 11:14 19:42 37:08 ⛏ Fast Castle
18 1,079 11:22 24:20 45:57

Resources

Player Food Wood Gold Stone Spent Collected
22,660 20,689 10,650 2,500 56,499 58,084
23,450 12,340 14,720 4,400 54,910 55,646
23,220 9,123 15,070 2,250 49,663 62,254
19,705 17,205 8,160 2,865 47,935 79,763
23,305 13,565 8,340 1,750 46,960 56,665
10,735 9,459 5,565 2,285 28,044 34,815
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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