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Arabia

507994100Analyzed
3v3 RM · 13d ago on Sep 20, 2026· 42m 26s· 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
🇨🇱 Portuguese · Chile
1044
+15
🇨🇱 Vietnamese · Chile
1039
+16
🇨🇱 Celts · Chile
989
+17
🇮🇩 Britons · Indonesia
1064
-18
🇮🇹 Celts · Italy
1035
-22
🇮🇳 Franks · India
987
-30
Player eAPM Actions Feudal Castle Imperial Opening
64 2,710 9:36 24:40 38:37 ⚔ Archers into Skirms
31 1,325 10:26 18:22 36:49 ⚔ FC into Skirms
30 1,265 12:40 19:24 — ⛏ Fast Castle
26 1,116 10:55 23:15 — ⚔ Archer Rush
23 986 13:43 26:27 —
12 518 10:44 27:28 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
20,200 16,162 8,360 1,600 46,322 49,368
23,570 16,116 4,250 2,260 46,196 47,936
8,725 11,662 6,855 1,425 28,667 31,212
12,930 10,522 3,535 975 27,962 32,138
5,950 6,213 3,495 775 16,433 19,942
6,120 5,825 1,725 0 13,670 18,952
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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