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Arabia

510951172Analyzed
3v3 RM · 4h ago on Oct 3, 2026· 28m 42s· 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
🇨🇦 Poles · Canada
1527
+13
🇨🇳 Bohemians · China
1521
+14
🇨🇳 Goths · China
1519
+14
🇨🇳 Malay · China
1534
-17
🇨🇳 Vikings · China
1441
-12
🇨🇳 Magyars · China
1430
-12
Player eAPM Actions Feudal Castle Imperial Opening
57 1,622 9:24 24:28 — ⚔ Archer Rush
50 1,444 11:16 16:40 — ⚔ Drush FC
39 1,113 8:58 22:16 — ⚔ Scout Rush
38 1,098 8:44 19:23 — ⚔ Archer Rush
37 1,062 8:43 20:59 — ⚔ Archer Rush
32 916 11:33 24:02 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
9,110 4,953 2,020 750 16,833 18,431
8,270 5,395 1,630 750 16,045 16,382
5,460 5,830 3,905 100 15,295 16,536
6,755 5,467 1,900 200 14,322 15,009
5,730 5,650 1,930 200 13,510 14,562
5,010 3,297 800 100 9,207 10,033
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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