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Arabia

510016987Analyzed
3v3 RM · 3d ago on Sep 29, 2026· 50m 30s· 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
🇧🇷 Chinese · Brazil
892
+11
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836
+13
🇨🇱 Dravidians · Chile
815
+15
🇧🇷 Vietnamese · Brazil
809
-14
🇨🇴 Britons · Colombia
801
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🇺🇸 Ethiopians · United States
722
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Player eAPM Actions Feudal Castle Imperial Opening
31 1,562 9:27 25:21 39:44 ⚔ Archer Rush
30 1,537 9:25 20:40 35:27 ⛏ Fast Castle
20 1,003 11:02 21:27 41:06 ⚔ Scout Rush
16 822 11:38 23:09 39:20 ⛏ Fast Castle
16 832 12:49 27:22 42:57
8 420 12:48 24:42 47:47 ⚔ FC into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
20,580 18,015 7,995 3,825 50,415 58,609
22,510 11,658 10,130 1,660 45,958 63,733
19,165 11,950 6,960 1,665 39,740 42,456
13,655 13,905 6,005 1,505 35,070 42,538
13,750 10,240 2,575 1,275 27,840 33,012
9,180 8,273 6,035 2,350 25,838 29,672
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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