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Arabia

513303896Analyzed
3v3 RM · 7d ago on Oct 13, 2026· 32m 19s· 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 · Canada
1050
+14
🇺🇸 Spanish · United States
1001
+17
🇲🇽 Teutons · Mexico
974
+18
vs
🇦🇷 Byzantines · Argentina
1021
-17
🇦🇷 Vietnamese · Argentina
1018
-16
🇦🇷 Ethiopians · Argentina
1001
-16
Player eAPM Actions Feudal Castle Imperial Opening
50 1,619 9:47 22:28 — ⚔ Scout Rush
42 1,360 12:40 23:51 — ⚔ M@A Rush
36 1,174 11:26 20:57 — ⚔ Archer Rush
33 1,067 10:07 20:32 — ⛏ Fast Castle
27 866 11:55 19:29 — ⛏ Fast Castle
26 828 12:24 17:46 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
9,130 6,752 1,885 1,145 18,912 19,875
8,770 5,130 2,245 850 16,995 18,250
6,940 5,495 1,910 880 15,225 16,261
6,425 5,721 2,520 195 14,861 16,602
6,225 4,547 300 2,800 13,872 15,722
6,730 3,046 500 100 10,376 11,448
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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