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Arabia

512009508Analyzed
3v3 RM · 11d ago on Oct 7, 2026· 73m 22s· 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
🇨🇭 Ethiopians · Switzerland
1300
+15
🇧🇷 Celts · Brazil
1255
+17
🇪🇸 Malians · Spain
1222
+17
vs
🇳🇱 Britons · Netherlands
1282
-17
🇳🇱 Magyars · Netherlands
1263
-16
🇳🇱 Varangians · Netherlands
1260
-16
Player eAPM Actions Feudal Castle Imperial Opening
53 3,901 9:53 21:22 39:24 ⚔ Scout Rush
44 3,259 9:38 22:50 36:11 ⚔ Archer Rush
34 2,507 9:22 22:39 34:34 ⚔ Archers into Skirms
34 2,485 9:46 21:04 38:55 ⚔ M@A Rush
33 2,399 9:55 19:10 38:01 ⚔ Scout Rush
32 2,377 10:00 20:20 41:53 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
54,040 32,731 17,545 3,530 107,846 115,221
46,415 32,644 14,245 3,005 96,309 99,947
25,905 48,033 20,280 1,500 95,718 101,931
37,060 23,513 16,660 3,025 80,258 89,664
36,960 13,343 20,690 2,800 73,793 77,819
33,960 13,765 19,120 2,350 69,195 81,873
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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