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Arabia

509774827Analyzed
3v3 RM · 5d ago on Sep 28, 2026· 56m 36s· 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 · Peru
1207
+16
🇫🇷 Lithuanians · France
1199
+16
🇦🇷 Varangians · Argentina
1178
+17
🇺🇸 Saxons · United States
1217
-17
🇺🇸 Varangians · United States
1216
-17
🇺🇸 Danes · United States
1175
-15
Player eAPM Actions Feudal Castle Imperial Opening
62 3,533 8:53 21:42 40:30 ⚔ Scout Rush
53 3,009 10:56 23:23 43:46 ⚔ Archer Rush
34 1,916 10:50 22:37 44:17 ⚔ Scout Rush
32 1,820 9:20 24:27 38:28 ⚔ Archer Rush
31 1,763 11:34 30:00 — ⚔ M@A into Skirms
19 1,067 9:26 24:37 42:50 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
48,655 25,344 22,315 2,635 98,949 104,455
35,215 19,402 19,720 2,900 77,237 83,593
31,940 24,343 13,850 950 71,083 76,630
23,450 8,338 14,045 1,700 47,533 57,524
17,755 14,688 10,020 1,535 43,998 44,938
11,080 9,299 1,665 1,485 23,529 26,092
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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