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Arabia

510320597Analyzed
3v3 RM · 15h ago on Sep 30, 2026· 55m 33s· 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
🇫🇷 Byzantines · France
764
+19
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705
+22
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691
+22
🇺🇸 Vikings · United States
912
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🇦🇷 Wei · Argentina
822
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🇩🇰 Varangians · Denmark
776
-19
Player eAPM Actions Feudal Castle Imperial Opening
24 1,329 10:12 26:08 53:06 ⚔ Scouts into Skirms
21 1,180 10:36 19:36 41:10 ⚔ Archer Rush
19 1,080 11:37 24:08 46:55 ⚔ Archer Rush
18 1,001 12:24 17:01 50:23 ⛏ Fast Castle
15 847 12:46 26:54 —
15 861 10:54 24:26 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
14,870 16,575 9,520 3,280 44,245 46,110
14,495 11,154 8,300 1,830 35,779 41,924
13,515 12,415 4,575 1,700 32,205 34,448
11,285 10,398 5,660 2,385 29,728 34,334
8,800 9,404 3,390 2,140 23,734 26,293
4,380 2,974 350 80 7,784 9,885
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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