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Arabia

506519177Analyzed
3v3 RM · 19d ago on Sep 13, 2026· 34m 35s· 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
🇧🇷 Romans · Brazil
966
+12
🇧🇷 Goths · Brazil
942
+13
🇧🇷 Vietnamese · Brazil
795
+20
🇨🇦 Goths · Canada
909
-16
🇦🇷 Sicilians · Argentina
880
-15
🇺🇸 Byzantines · United States
848
-14
Player eAPM Actions Feudal Castle Imperial Opening
64 2,216 9:18 13:56 — ⛏ Fast Castle
25 861 14:35 20:39 — ⚔ M@A FC
20 680 10:56 20:40 — ⚔ FC into Archers
19 667 12:39 20:40 — ⛏ Fast Castle
18 622 14:20 23:40 —
12 417 10:21 19:08 — ⚔ FC into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
10,895 7,720 2,230 1,540 22,385 24,013
8,710 4,403 2,340 750 16,203 19,333
3,850 7,972 3,925 0 15,747 16,533
6,320 5,835 2,035 1,525 15,715 18,435
5,770 4,930 915 1,500 13,115 14,891
4,035 4,185 1,125 465 9,810 11,090
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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