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Arabia

508147661Analyzed
3v3 RM · 13d ago on Sep 21, 2026· 33m 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
🇨🇷 Chinese · Costa Rica
1023
+13
🇨🇷 Vietnamese · Costa Rica
979
+15
🇨🇷 Romans · Costa Rica
952
+16
🇨🇱 Maya · Chile
1029
-17
🇨🇱 Mongols · Chile
939
-14
🇨🇱 Vietnamese · Chile
907
-13
Player eAPM Actions Feudal Castle Imperial Opening
60 1,986 10:32 18:44 — ⚔ FC into Skirms
58 1,932 10:01 24:04 — ⚔ Archer Rush
38 1,248 11:05 28:59 — ⚔ Archers into Skirms
31 1,020 12:32 27:35 — ⚔ M@A into Archers into Skirms
27 887 10:28 24:24 — ⚔ M@A Rush
24 796 11:48 27:31 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
6,435 5,890 3,350 750 16,425 16,798
6,875 5,910 2,025 1,400 16,210 18,784
7,110 5,759 1,600 100 14,569 16,553
7,635 4,615 1,970 200 14,420 17,714
5,770 4,542 1,410 970 12,692 14,837
3,725 4,280 1,110 125 9,240 10,838
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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