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Arabia

504588390Analyzed
3v3 RM · 28d ago on Sep 5, 2026· 30m 38s· 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
🇨🇦 Hindustanis · Canada
1213
+5
🇩🇪 Muisca · Germany
843
+17
🇩🇪 Magyars · Germany
778
+19
🇩🇪 Britons · Germany
948
-16
🇲🇰 Khmer · North Macedonia
877
-13
🇲🇰 Burgundians · North Macedonia
844
-12
Player eAPM Actions Feudal Castle Imperial Opening
72 2,217 11:01 20:54 — ⚔ Drush into Archers
45 1,394 9:40 20:46 — ⛏ Fast Castle
27 824 11:31 25:58 — ⚔ Scout Rush
21 651 11:15 — — ⚔ Skirmisher Rush
15 464 11:51 23:37 — ⛏ Fast Castle
9 269 13:02 21:08 — ⚔ FC into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
8,795 6,139 670 1,050 16,654 17,692
6,555 5,789 2,470 200 15,014 16,966
6,675 6,517 1,260 200 14,652 16,810
6,825 5,145 965 1,240 14,175 15,936
6,760 4,565 1,890 750 13,965 15,398
2,775 1,924 645 125 5,469 5,315
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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