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Arabia

509387839Analyzed
3v3 RM · 7d ago on Sep 26, 2026· 62m 47s· 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
🇩🇪 Maya · Germany
1041
+13
🇨🇴 Lithuanians · Colombia
995
+14
🇨🇱 Slavs · Chile
968
+15
🇲🇽 Bulgarians · Mexico
1058
-17
🇲🇽 Hindustanis · Mexico
1026
-17
🇺🇸 Persians · United States
798
-8
Player eAPM Actions Feudal Castle Imperial Opening
28 1,767 10:24 21:25 38:46 ⚔ Scout Rush
27 1,709 9:28 19:13 31:11 ⚔ Scout Rush
22 1,407 10:47 23:47 39:26 ⚔ Archer Rush
17 1,066 12:04 18:08 47:50 ⛏ Fast Castle
16 980 10:19 14:51 39:43 ⛏ Fast Castle
15 939 11:43 18:10 38:09 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
38,050 21,521 20,700 5,430 85,701 97,001
20,845 13,321 15,055 2,210 51,431 54,340
14,255 20,898 11,960 1,715 48,828 54,490
20,055 11,632 13,440 3,450 48,577 51,562
22,135 10,560 7,405 2,700 42,800 49,034
12,970 12,000 8,475 1,825 35,270 38,160
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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