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Arabia

510332136Analyzed
3v3 RM · 1d ago on Sep 30, 2026· 56m 20s· 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
🇫🇷 Turks · France
835
+13
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794
+15
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742
+17
🇭🇰 Cumans · Hong Kong SAR China
848
-17
🇨🇳 Maya · China
758
-15
🇭🇰 Varangians · Hong Kong SAR China
717
-13
Player eAPM Actions Feudal Castle Imperial Opening
29 1,647 10:08 24:15 47:39 ⚔ Scout Rush
28 1,596 10:18 19:50 46:32 ⚔ Scout Rush
27 1,524 10:30 24:46 47:37 ⚔ Archer Rush
17 944 10:40 18:41 37:07 ⛏ Fast Castle
16 923 10:34 28:24 —
4 237 12:12 — —

Resources

Player Food Wood Gold Stone Spent Collected
23,855 16,455 11,700 5,225 57,235 63,105
20,215 13,480 11,495 3,705 48,895 56,706
26,925 13,330 4,945 1,000 46,200 56,869
21,505 17,210 2,660 1,800 43,175 48,074
16,190 11,612 7,680 2,300 37,782 65,552
2,650 1,800 0 0 4,450 5,775
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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