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Arabia

509776317Analyzed
3v3 RM · 4d ago on Sep 28, 2026· 38m 18s· 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
🇨🇱 Persians · Chile
903
+15
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842
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🇩🇪 Malay · Germany
842
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🇺🇸 Ethiopians · United States
960
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🇺🇸 Huns · United States
834
-15
🇺🇸 Franks · United States
813
-14
Player eAPM Actions Feudal Castle Imperial Opening
27 1,045 12:18 16:11 30:44 ⛏ Fast Castle
25 958 9:57 20:24 37:01 ⚔ Archer Rush
23 877 10:58 23:25 — ⚔ Scout Rush
16 628 11:04 17:22 37:50 ⛏ Fast Castle
11 435 13:14 28:03 — ⚔ Scout Rush
9 342 11:39 — — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,670 11,519 7,490 2,270 43,949 49,239
16,815 6,405 5,555 1,915 30,690 33,567
11,895 10,325 4,370 950 27,540 32,417
11,420 6,530 2,575 875 21,400 25,697
7,445 4,076 1,085 100 12,706 13,684
2,360 2,098 50 30 4,538 4,752
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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