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Arabia

508069354Analyzed
3v3 RM · 13d ago on Sep 20, 2026· 30m 14s· 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 · Argentina
1177
+16
🇩🇪 Teutons · Germany
1142
+18
🇦🇷 Poles · Argentina
1133
+17
🇹🇷 Mongols · Türkiye
1196
-18
🇹🇷 Goths · Türkiye
1179
-17
🇹🇷 Teutons · Türkiye
1157
-16
Player eAPM Actions Feudal Castle Imperial Opening
52 1,560 10:36 24:13 — ⚔ Scout Rush
40 1,217 9:47 25:02 — ⚔ Scout Rush
36 1,102 11:03 26:13 — ⚔ M@A Rush
28 837 10:15 22:26 — ⚔ Archer Rush
22 663 11:05 18:53 — ⚔ Scout Rush
16 483 10:09 19:37 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
12,110 5,840 1,630 950 20,530 22,326
6,650 6,103 3,175 100 16,028 17,845
6,600 4,280 1,930 1,225 14,035 15,342
7,835 4,379 1,295 100 13,609 14,202
7,810 3,838 1,045 225 12,918 13,449
7,090 4,054 575 100 11,819 12,356
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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