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Arabia

509696396Analyzed
3v3 RM · 4d ago on Sep 27, 2026· 30m 30s· 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
🇧🇷 Muisca · Brazil
1345
+15
🇨🇴 Italians · Colombia
1312
+16
🇳🇱 Saxons · Netherlands
1293
+17
🇩🇪 Ethiopians · Germany
1499
-23
🇩🇪 Varangians · Germany
1244
-13
🇩🇪 Varangians · Germany
1227
-12
Player eAPM Actions Feudal Castle Imperial Opening
63 1,922 9:35 27:04 — ⚔ Archers into Skirms
53 1,622 9:33 23:25 — ⚔ Archer Rush
43 1,321 9:16 21:43 — ⚔ Scout Rush
43 1,321 10:11 23:13 — ⚔ Archers into Skirms
37 1,119 8:36 23:45 — ⚔ M@A into Archers into Skirms
32 977 8:52 25:02 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,085 5,146 3,345 100 19,676 20,547
6,630 6,565 2,970 225 16,390 17,679
5,910 6,137 4,215 0 16,262 18,530
8,005 5,877 1,700 200 15,782 16,202
6,115 5,586 2,720 5 14,426 15,028
6,580 4,392 1,580 0 12,552 13,481
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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