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Arabia

510073839Analyzed
3v3 RM · 2d ago on Sep 29, 2026· 62m 50s· 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 · Romania
986
+11
🇭🇰 Franks · Hong Kong SAR China
975
+11
🇨🇳 Slavs · China
949
+36
🇮🇹 Varangians · Italy
972
-15
🇮🇹 Saxons · Italy
942
-13
🇮🇹 Romans · Italy
690
-6
Player eAPM Actions Feudal Castle Imperial Opening
38 2,417 12:34 20:30 36:15 ⛏ Fast Castle
36 2,245 10:04 23:27 45:38 ⚔ Scout Rush
27 1,705 11:29 18:27 35:26 ⛏ Fast Castle
17 1,087 12:15 17:54 33:27 ⛏ Fast Castle
14 884 10:25 23:02 36:50 ⛏ Fast Castle
10 653 29:32 — — ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
52,640 25,060 23,970 3,610 105,280 123,161
30,220 15,462 20,380 8,100 74,162 97,297
19,120 28,520 14,945 3,450 66,035 69,127
26,935 13,276 17,710 4,330 62,251 70,373
22,350 15,725 8,965 1,505 48,545 58,093
4,855 3,290 220 570 8,935 14,991
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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