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Arabia

513224905Analyzed
3v3 RM · 6d ago on Oct 12, 2026· 44m 58s· 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
🇸🇰 Maya · Slovakia
834
+14
🇸🇰 Slavs · Slovakia
818
+15
🇸🇰 Magyars · Slovakia
806
+15
vs
🇩🇪 Teutons · Germany
825
-16
🇳🇱 Spanish · Netherlands
792
-17
🇩🇪 Mongols · Germany
758
-33
Player eAPM Actions Feudal Castle Imperial Opening
48 2,163 10:14 25:42 41:54 ⚔ Archer Rush
25 1,120 12:31 25:51 — ⚔ Scout Rush
22 967 11:23 25:44 — ⚔ Scout Rush
14 644 10:27 22:14 37:33
11 512 11:33 18:18 — ⛏ Fast Castle
10 437 18:44 32:37 — ⚔ Drush into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
18,600 6,047 10,400 895 35,942 40,618
14,980 13,735 3,085 1,015 32,815 43,139
10,580 9,190 6,140 0 25,910 35,029
11,940 6,019 3,960 2,250 24,169 26,657
10,075 6,543 3,590 1,330 21,538 27,713
4,850 3,545 830 240 9,465 9,133
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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