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Arabia

510387921Analyzed
3v3 RM · 16h ago on Sep 30, 2026· 51m 8s· 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
🇷🇺 Mongols · Russia
892
+13
🇰🇿 Spanish · Kazakhstan
819
+16
🇷🇺 Persians · Russia
744
+19
🇸🇪 Britons · Sweden
855
-45
🇸🇪 Magyars · Sweden
796
-32
🇸🇪 Teutons · Sweden
796
-32
Player eAPM Actions Feudal Castle Imperial Opening
46 2,366 9:44 22:04 37:43 ⚔ Scout Rush
37 1,894 10:47 21:09 38:41 ⚔ Archer Rush
31 1,584 10:42 18:58 37:58 ⛏ Fast Castle
29 1,487 10:08 25:13 — ⚔ Scout Rush
25 1,264 10:11 22:27 43:27 ⚔ Archer Rush
17 882 12:03 17:47 38:38 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
22,810 14,069 13,795 1,600 52,274 68,650
22,020 19,398 4,895 2,275 48,588 60,685
16,110 15,248 8,955 2,350 42,663 65,046
19,890 9,110 10,305 1,400 40,705 49,959
11,100 7,851 2,580 890 22,421 24,822
6,575 6,105 4,685 850 18,215 22,347
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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