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Arabia

510395901Analyzed
3v3 RM · 10h ago on Sep 30, 2026· 65m 54s· 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
🇪🇸 Saxons · Spain
1534
+10
🇪🇸 Muisca · Spain
1436
+14
🇺🇸 Persians · United States
1286
+19
🇲🇽 Franks · Mexico
1453
-17
🇪🇸 Maya · Spain
1443
-17
🇲🇽 Celts · Mexico
1246
-9
Player eAPM Actions Feudal Castle Imperial Opening
57 3,734 9:21 25:40 46:25 ⚔ Scout Rush
54 3,577 8:01 22:03 40:01 ⚔ Scout Rush
54 3,546 11:26 24:01 53:21 ⚔ Skirmisher Rush
49 3,248 9:32 20:55 34:06 ⚔ Archer Rush
46 3,039 9:41 22:59 43:10 ⚔ Archer Rush
45 2,957 9:04 29:27 61:03 ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
34,970 16,161 24,905 4,420 80,456 95,490
21,235 23,657 14,910 4,900 64,702 71,683
13,075 22,677 24,710 1,500 61,962 70,725
25,645 12,424 17,170 775 56,014 67,138
20,370 23,310 6,780 1,800 52,260 55,894
19,455 21,262 4,970 2,785 48,472 54,245
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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