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Arabia

508638789Analyzed
3v3 RM · 10d ago on Sep 23, 2026· 29m 51s· 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
🇮🇳 Spanish · India
619
+15
🇮🇹 Bohemians · Italy
542
+18
🇨🇳 Portuguese · China
529
+19
🇮🇹 Bulgarians · Italy
672
-21
🇺🇦 Ethiopians · Ukraine
652
-20
🇮🇪 Vikings · Ireland
443
-11
Player eAPM Actions Feudal Castle Imperial Opening
23 686 15:43 — — ⚔ Archers into Towers
16 469 12:26 20:47 — ⛏ Fast Castle
12 346 12:35 28:19 —
11 314 11:15 21:06 — ⛏ Fast Castle
9 263 12:21 16:27 — ⛏ Fast Castle
9 268 14:11 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,705 4,305 1,950 250 12,210 14,556
6,525 3,875 715 325 11,440 15,643
5,375 3,825 860 1,010 11,070 15,815
4,225 2,890 1,090 375 8,580 9,717
2,875 2,430 800 500 6,605 8,924
2,325 2,715 135 350 5,525 6,832
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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