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Arabia

509445426Analyzed
3v3 RM · 5d ago on Sep 26, 2026· 22m 9s· 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
🇻🇪 Vietnamese · Venezuela
1641
+6
🇺🇸 Slavs · United States
1443
+12
🇨🇴 Britons · Colombia
1178
+22
🇸🇪 Italians · Sweden
1379
-15
🇸🇪 Japanese · Sweden
1364
-13
🇸🇪 Franks · Sweden
1320
-12
Player eAPM Actions Feudal Castle Imperial Opening
79 1,754 9:13 — — ⚔ M@A into Archers
55 1,225 9:21 21:50 — ⚔ Archer Rush
40 883 9:18 — — ⚔ Scout Rush
34 749 9:56 — — ⚔ Scout Rush
32 710 11:29 — — ⚔ Archer Rush
28 627 9:52 — — ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
4,185 3,542 2,200 125 10,052 10,049
4,695 3,564 1,480 125 9,864 10,078
5,130 2,846 350 0 8,326 9,926
2,845 3,462 1,360 125 7,792 8,168
4,380 2,842 250 0 7,472 9,220
2,950 2,581 230 25 5,786 6,392
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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