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Arabia

505147053Analyzed
3v3 RM · 25d ago on Sep 8, 2026· 57m 33s· 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 · Chile
1173
+15
🇨🇱 Maya · Chile
1105
+18
🇨🇱 Italians · Chile
1103
+18
🇨🇷 Ethiopians · Costa Rica
1249
-20
🇨🇷 Persians · Costa Rica
1191
-19
🇨🇷 Vietnamese · Costa Rica
1019
-12
Player eAPM Actions Feudal Castle Imperial Opening
56 3,242 8:56 19:42 35:36 ⚔ Skirmisher Rush
42 2,399 8:59 20:33 41:14 ⚔ Scout Rush
27 1,536 9:27 24:19 48:30 ⚔ Archers into Skirms
25 1,438 10:19 20:41 38:56 ⚔ Archers into Skirms
23 1,325 9:26 21:49 46:22 ⚔ Archer Rush
19 1,081 12:06 25:06 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
33,800 18,360 24,020 3,650 79,830 93,810
29,810 19,149 16,740 3,000 68,699 72,885
13,045 18,777 10,700 1,800 44,322 50,270
16,230 12,945 11,795 855 41,825 45,337
18,820 10,302 5,860 2,150 37,132 39,561
8,720 10,923 6,295 1,825 27,763 27,973
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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