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Arabia

510014432Analyzed
3v3 RM · 19d ago on Sep 29, 2026· 74m 6s· 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 · Argentina
1419
+13
🇦🇷 Khitans · Argentina
1343
+16
🇦🇷 Italians · Argentina
1335
+16
vs
🇨🇳 Khmer · China
1388
-17
🇧🇷 Shu · Brazil
1323
-14
🇺🇸 Varangians · United States
1316
-14
Player eAPM Actions Feudal Castle Imperial Opening
55 4,082 8:58 23:01 38:37 ⚔ Scout Rush
49 3,613 9:05 20:56 37:55 ⚔ Archer Rush
46 3,412 8:50 24:00 41:00 ⚔ Archer Rush
40 2,961 9:48 23:56 43:47 ⚔ Scout Rush
34 2,492 9:07 13:39 38:01 ⛏ Fast Castle
31 2,328 9:03 21:45 43:05 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
92,290 28,314 20,940 4,150 145,694 153,846
69,400 20,052 14,270 3,000 106,722 114,853
26,285 45,086 18,625 2,260 92,256 99,560
31,590 37,217 17,580 2,250 88,637 100,443
41,870 25,917 15,735 3,925 87,447 90,442
12,200 14,677 12,705 1,880 41,462 42,660
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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