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Arabia

510443746Analyzed
3v3 RM · 1d ago on Oct 1, 2026· 42m 16s· 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
🇨🇱 Ethiopians · Chile
1154
+15
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1094
+18
🇨🇱 Saracens · Chile
1053
+19
🇦🇷 Saracens · Argentina
1186
-20
🇦🇷 Vikings · Argentina
1117
-17
🇦🇷 Franks · Argentina
1084
-15
Player eAPM Actions Feudal Castle Imperial Opening
50 2,096 10:48 23:40 41:41
50 2,126 10:24 19:01 — ⚔ Skirms into Archers
48 2,022 9:31 25:10 — ⚔ Archer Rush
38 1,596 9:42 22:49 — ⚔ Archers into Skirms
31 1,320 10:21 23:54 — ⚔ M@A into Towers
27 1,123 9:26 21:09 39:32 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
13,935 7,692 5,595 850 28,072 33,187
12,745 6,421 5,510 850 25,526 26,497
11,415 8,597 3,770 1,600 25,382 27,883
9,655 9,854 4,280 1,500 25,289 28,099
7,180 7,531 4,515 100 19,326 23,396
6,705 6,060 750 650 14,165 14,964
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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