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Arabia

510151974Analyzed
3v3 RM · 1d ago on Sep 29, 2026· 52m 32s· 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
🇮🇹 Bulgarians · Italy
827
+16
🇹🇷 Tatars · Türkiye
813
+17
🇳🇱 Ethiopians · Netherlands
768
+19
🇳🇱 Maya · Netherlands
1004
-24
🇳🇱 Portuguese · Netherlands
741
-26
🇳🇱 Vietnamese · Netherlands
741
-26
Player eAPM Actions Feudal Castle Imperial Opening
44 2,324 9:09 23:57 43:58 ⚔ Scouts into Skirms into Archers
38 1,989 9:50 19:38 43:13 ⚔ Skirmisher Rush
20 1,034 10:27 23:03 42:06 ⚔ Drush into Skirms
17 916 11:48 21:48 41:01 ⚔ Archer Rush
15 773 12:30 26:42 45:57
11 594 10:51 24:31 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
18,205 18,495 14,405 2,870 53,975 66,816
16,910 9,595 6,350 2,720 35,575 46,183
11,650 13,544 8,805 850 34,849 38,576
13,545 12,027 5,960 1,500 33,032 57,446
7,975 9,315 5,385 2,010 24,685 29,821
10,610 7,565 3,845 265 22,285 30,200
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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