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Arabia

509816781Analyzed
3v3 RM · 3d ago on Sep 28, 2026· 45m 19s· 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
🇺🇸 Britons · United States
1661
+10
🇦🇺 Franks · Australia
1433
+19
🇦🇺 Saxons · Australia
1392
+22
🇵🇪 Vietnamese · Peru
1533
-18
🇵🇪 Britons · Peru
1509
-17
🇵🇪 Lithuanians · Peru
1488
-16
Player eAPM Actions Feudal Castle Imperial Opening
58 2,614 9:44 23:29 37:49 ⚔ Archer Rush
53 2,424 9:05 26:06 43:18 ⚔ Scout Rush
51 2,333 8:55 24:16 39:18 ⚔ Archer Rush
43 1,955 9:31 23:05 37:37 ⚔ Archer Rush
43 1,934 9:30 25:56 — ⚔ Archer Rush
37 1,660 9:37 23:25 36:24 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
20,140 10,464 11,020 1,600 43,224 51,871
12,025 15,131 13,260 2,250 42,666 43,900
12,670 15,819 11,200 2,250 41,939 42,837
11,425 13,309 10,670 3,505 38,909 40,251
15,165 7,933 7,595 200 30,893 32,850
6,500 8,564 6,030 400 21,494 23,121
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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