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Arabia

508099801Analyzed
3v3 RM · 10d ago on Sep 20, 2026· 34m 12s· 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
🇵🇪 Khmer · Peru
1413
+16
🇵🇪 Mongols · Peru
1404
+16
🇵🇪 Ethiopians · Peru
1399
+16
🇦🇷 Ethiopians · Argentina
1419
-17
🇦🇷 Burgundians · Argentina
1412
-16
🇦🇷 Maya · Argentina
1378
-15
Player eAPM Actions Feudal Castle Imperial Opening
79 2,704 10:14 26:54 — ⚔ Archer Rush
66 2,265 10:40 27:32 — ⚔ Drush into Archers
60 2,038 9:26 32:21 — ⚔ Scout Rush
54 1,834 9:16 27:43 — ⚔ Scouts into Skirms
47 1,609 8:57 22:42 — ⚔ Towers FC
46 1,573 9:27 32:22 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,070 5,922 2,665 1,625 17,282 17,831
7,910 6,971 1,550 200 16,631 17,695
7,410 5,678 995 2,000 16,083 16,998
4,725 5,754 4,280 225 14,984 15,053
8,050 5,040 375 100 13,565 14,649
9,175 3,782 550 0 13,507 14,095
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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