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Arabia

510232146Analyzed
3v3 RM · 2d ago on Sep 30, 2026· 60m 4s· 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
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790
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666
+16
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653
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🇦🇷 Franks · Argentina
669
-25
666
-14
665
-14
Player eAPM Actions Feudal Castle Imperial Opening
26 1,554 10:49 23:27 — ⚔ Scout Rush
21 1,288 13:51 17:56 44:27 ⛏ Fast Castle
20 1,206 11:02 21:22 39:08 ⛏ Fast Castle
16 979 11:45 23:25 36:20 ⚔ Skirmisher Rush
15 890 11:09 26:15 48:46
13 753 10:25 21:49 42:13 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
36,400 21,510 20,290 2,405 80,605 92,983
26,525 32,491 11,395 5,340 75,751 80,408
24,180 8,099 14,230 2,225 48,734 61,297
15,110 9,240 8,585 1,500 34,435 36,429
9,810 11,729 8,835 3,190 33,564 39,341
9,640 8,726 1,280 1,785 21,431 24,451
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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