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Arabia

508294679Analyzed
3v3 RM · 9d ago on Sep 21, 2026· 30m 10s· 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
🇮🇳 Mapuche · India
1686
+6
🇮🇳 Cumans · India
1394
+16
🇮🇳 Persians · India
1327
+18
🇩🇪 Chinese · Germany
1435
-14
🇩🇪 Magyars · Germany
1410
-13
🇩🇪 Ethiopians · Germany
1406
-13
Player eAPM Actions Feudal Castle Imperial Opening
67 2,025 11:15 26:10 — ⚔ Archer Rush
65 1,955 9:58 14:15 — ⛏ Fast Castle
54 1,621 9:10 24:24 — ⚔ Scout Rush
51 1,537 8:26 18:59 — ⚔ Scout Rush
45 1,348 9:10 22:57 — ⚔ Archer Rush
41 1,241 9:12 22:44 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
10,800 6,447 4,850 200 22,297 24,144
7,275 8,852 3,025 200 19,352 19,687
7,920 8,344 2,540 100 18,904 20,818
7,850 4,458 1,175 100 13,583 13,923
4,600 5,341 3,420 125 13,486 15,046
5,410 4,803 2,795 0 13,008 15,186
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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