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Arabia

506230633Analyzed
3v3 RM · 20d ago on Sep 12, 2026· 55m 48s· 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
🇪🇸 Slavs · Spain
830
+14
🇩🇪 Franks · Germany
827
+14
🇧🇷 Huns · Brazil
800
+15
🇬🇧 Magyars · United Kingdom
793
-14
🇪🇸 Tupi · Spain
787
-15
🇩🇪 Malians · Germany
763
-14
Player eAPM Actions Feudal Castle Imperial Opening
21 1,190 10:11 19:49 — ⛏ Fast Castle
18 1,008 13:06 20:57 39:12 ⚔ FC into Skirms
18 987 11:48 23:46 — ⚔ Scout Rush
13 729 12:31 21:24 37:23 ⚔ Scout Rush
11 618 10:09 24:54 38:13 ⛏ Fast Castle
10 578 11:08 17:10 40:12 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
18,115 15,405 12,795 1,935 48,250 56,368
19,420 13,955 11,950 2,265 47,590 60,282
20,785 9,490 11,655 1,700 43,630 50,805
19,685 12,951 6,555 2,150 41,341 45,144
11,920 7,390 3,935 2,650 25,895 29,143
6,390 6,431 2,875 1,555 17,251 18,708
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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