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Arabia

510449014Analyzed
3v3 RM · 1d ago on Oct 1, 2026· 32m 7s· 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
🇺🇸 Japanese · United States
1130
+11
🇷🇺 Mongols · Russia
1062
+14
🇨🇦 Bohemians · Canada
931
+20
🇨🇱 Turks · Chile
1038
-16
🇨🇱 Bohemians · Chile
1016
-15
🇨🇱 Vietnamese · Chile
1000
-14
Player eAPM Actions Feudal Castle Imperial Opening
51 1,651 9:53 25:05 — ⚔ Scout Rush
46 1,469 9:57 16:32 — ⛏ Fast Castle
40 1,269 11:57 23:19 — ⚔ Scout Rush
29 941 12:20 18:36 — ⚔ FC into Archers
22 710 11:44 20:46 —
19 605 11:28 21:08 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
9,975 7,564 1,600 1,180 20,319 21,049
9,315 6,310 3,255 100 18,980 19,787
8,120 5,924 2,150 545 16,739 17,225
7,520 6,611 875 1,500 16,506 18,465
7,140 4,685 1,270 850 13,945 15,154
3,700 4,187 675 400 8,962 8,635
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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