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Arabia

517232271Analyzed
3v3 RM · 7d ago on Oct 29, 2026· 41m 33s· 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
🇫🇷 Inca · France
1360
+12
🇫🇷 Magyars · France
1335
+13
🇫🇷 Cumans · France
1319
+14
vs
🇩🇪 Ethiopians · Germany
1331
-15
🇩🇪 Burgundians · Germany
1292
-14
🇩🇪 Franks · Germany
1183
-10
Player eAPM Actions Feudal Castle Imperial Opening
55 2,282 9:51 21:49 — ⚔ Scout Rush
44 1,822 8:58 20:06 37:15 ⚔ Scout Rush
39 1,641 10:37 22:21 — ⚔ Champi Rush
39 1,621 10:18 24:06 39:11 ⚔ Scout Rush
39 1,619 9:08 25:19 — ⚔ Archer Rush
20 827 10:16 14:00 34:45 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
16,875 8,987 7,065 1,510 34,437 40,457
17,455 7,778 6,540 1,655 33,428 37,575
18,650 7,422 5,470 1,250 32,792 32,873
13,265 11,021 2,220 3,085 29,591 30,799
11,330 10,654 5,200 1,700 28,884 32,035
10,020 9,595 6,045 300 25,960 28,410
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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