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Arabia

510681240Analyzed
3v3 RM · 21h ago on Oct 2, 2026· 19m 0s· 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
🇲🇽 Shu · Mexico
1707
+7
🇲🇽 Ethiopians · Mexico
1561
+12
🇨🇴 Persians · Colombia
1332
+20
🇨🇳 Mongols · China
1479
-13
🇨🇳 Magyars · China
1462
-13
🇨🇳 Maya · China
1460
-13
Player eAPM Actions Feudal Castle Imperial Opening
60 1,141 8:56 — — ⚔ Archer Rush
53 1,004 9:02 — — ⚔ Archer Rush
47 884 8:22 — — ⚔ Scout Rush
43 825 8:56 — — ⚔ Scout Rush
40 753 8:18 — — ⚔ Archer Rush
38 722 9:42 — — ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
3,350 2,981 1,270 0 7,601 8,105
4,040 2,987 250 0 7,277 7,557
4,160 2,451 50 0 6,661 7,331
2,585 2,269 820 0 5,674 6,260
2,435 2,452 640 125 5,652 5,865
2,225 2,270 635 0 5,130 5,508
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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