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Arabia

507366551Analyzed
3v3 RM · 13d ago on Sep 17, 2026· 44m 16s· 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
🇸🇪 Persians · Sweden
1057
+15
🇺🇸 Bohemians · United States
1038
+15
🇨🇴 Burgundians · Colombia
936
+20
🇪🇸 Berbers · Spain
1068
-18
🇨🇦 Magyars · Canada
1004
-16
🇪🇸 Franks · Spain
998
-16
Player eAPM Actions Feudal Castle Imperial Opening
46 2,023 9:27 20:49 39:29 ⚔ Scouts FC
34 1,503 9:54 20:26 39:53 ⛏ Fast Castle
26 1,142 10:04 22:21 — ⚔ Scouts into Skirms
17 770 10:15 20:54 44:13 ⛏ Fast Castle
14 622 10:03 21:54 — ⚔ Skirmisher Rush
11 497 11:22 25:33 40:17

Resources

Player Food Wood Gold Stone Spent Collected
19,790 9,273 11,155 200 40,418 44,254
18,130 7,870 8,600 1,015 35,615 43,287
13,150 10,238 8,450 1,735 33,573 41,633
14,700 5,778 9,160 950 30,588 33,243
8,330 5,980 3,225 780 18,315 19,168
8,315 7,513 1,770 425 18,023 19,536
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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