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Arabia

504507444Analyzed
3v3 RM · 27d ago on Sep 5, 2026· 44m 49s· 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
🇺🇸 Aztecs · United States
830
+17
🇩🇪 Wei · Germany
823
+18
🇫🇷 Byzantines · France
794
+19
🇯🇴 Magyars · Jordan
927
-20
🇸🇦 Franks · Saudi Arabia
830
-17
🇯🇴 Ethiopians · Jordan
827
-17
Player eAPM Actions Feudal Castle Imperial Opening
38 1,703 12:19 22:46 34:56
33 1,459 11:55 27:43 40:22 ⚔ Scout Rush
33 1,480 9:58 22:34 38:23 ⚔ Scout Rush
22 965 11:23 20:37 36:59 ⛏ Fast Castle
21 924 10:48 19:08 40:13 ⛏ Fast Castle
11 508 11:55 21:11 39:23 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
17,410 15,593 9,610 3,225 45,838 52,448
18,560 16,782 3,480 1,150 39,972 44,516
15,305 10,070 7,220 725 33,320 46,020
15,475 9,415 4,285 850 30,025 35,002
13,240 9,755 2,910 3,000 28,905 35,110
12,950 7,547 5,090 1,480 27,067 28,458
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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