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Arabia

510319281Analyzed
3v3 RM · 15h ago on Sep 30, 2026· 40m 37s· 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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1183
+9
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1030
+15
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962
+18
🇹🇼 Magyars · Taiwan
1033
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🇹🇷 Teutons · Türkiye
1011
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🇵🇪 Bohemians · Peru
1001
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Player eAPM Actions Feudal Castle Imperial Opening
39 1,569 10:10 21:49 37:33 ⚔ Scout Rush
30 1,223 12:05 20:12 35:21 ⚔ FC into Archers
29 1,174 12:01 22:17 37:41 ⛏ Fast Castle
28 1,148 11:48 16:21 38:25 ⛏ Fast Castle
25 1,033 11:50 16:29 35:26 ⛏ Fast Castle
22 888 10:20 20:07 35:50

Resources

Player Food Wood Gold Stone Spent Collected
17,305 8,816 9,620 850 36,591 39,220
14,890 10,437 5,245 1,175 31,747 33,669
11,560 11,540 5,785 2,200 31,085 38,688
13,145 5,505 5,835 850 25,335 27,894
9,460 7,160 3,260 880 20,760 25,044
8,475 6,311 2,240 1,775 18,801 21,956
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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