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Arabia

509974090Analyzed
3v3 RM · 2d ago on Sep 28, 2026· 69m 0s· 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
🇧🇷 Magyars · Brazil
783
+15
🇧🇷 Saracens · Brazil
773
+16
🇧🇷 Vietnamese · Brazil
593
+23
🇫🇷 Tupi · France
767
-18
🇲🇦 Franks · Morocco
756
-18
🇲🇦 Aztecs · Morocco
756
-18
Player eAPM Actions Feudal Castle Imperial Opening
32 2,210 12:20 23:11 56:50 ⚔ Scout Rush
31 2,136 10:10 24:27 52:13 ⚔ Scouts into Archers
31 2,168 11:42 16:33 47:16 ⛏ Fast Castle
26 1,804 12:36 19:03 — ⛏ Fast Castle
20 1,386 12:39 30:14 48:27
18 1,256 12:48 17:05 45:08 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
23,690 17,644 17,045 2,150 60,529 62,438
25,035 18,580 11,800 3,475 58,890 61,775
17,750 14,100 14,675 2,375 48,900 60,700
19,575 13,848 10,115 2,380 45,918 53,938
17,835 14,855 7,520 3,025 43,235 58,403
18,435 15,640 6,570 1,570 42,215 43,260
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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