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Arabia

513248398Analyzed
3v3 RM · 7d ago on Oct 12, 2026· 19m 49s· 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
🇧🇷 Franks · Brazil
1486
+12
🇧🇷 Ethiopians · Brazil
1381
+17
🇧🇷 Shu · Brazil
1264
+21
vs
🇩🇪 Ethiopians · Germany
1472
-20
🇩🇪 Wei · Germany
1381
-16
🇩🇪 Mongols · Germany
1332
-14
Player eAPM Actions Feudal Castle Imperial Opening
63 1,254 9:19 — — ⚔ Scout Rush
59 1,161 9:44 — — ⚔ Archer Rush
58 1,149 9:37 — — ⚔ Scout Rush
54 1,071 9:35 — — ⚔ Archer Rush
52 1,029 9:17 — — ⚔ Scouts into Skirms
46 911 9:27 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,885 3,178 250 0 9,313 9,702
4,775 3,787 300 0 8,862 9,043
3,050 3,248 1,900 0 8,198 8,976
3,325 3,425 1,360 0 8,110 9,187
4,335 2,779 50 0 7,164 7,534
2,500 2,812 1,630 0 6,942 7,401
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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