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Arabia

509694150Analyzed
3v3 RM · 5d ago on Sep 27, 2026· 44m 53s· 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
🇲🇽 Vietnamese · Mexico
1175
+14
🇵🇪 Poles · Peru
1118
+16
🇬🇷 Persians · Greece
1065
+18
🇹🇷 Franks · Türkiye
1144
-17
🇹🇷 Varangians · Türkiye
1128
-16
🇹🇷 Saracens · Türkiye
1100
-15
Player eAPM Actions Feudal Castle Imperial Opening
61 2,726 9:14 20:57 39:07 ⚔ Scout Rush
42 1,900 10:21 15:37 — ⛏ Fast Castle
39 1,740 9:32 24:58 — ⚔ Scouts into Skirms
33 1,487 9:53 21:19 44:50 ⚔ Archer Rush
25 1,138 9:55 15:46 40:34 ⛏ Fast Castle
22 990 11:16 17:08 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
24,245 12,040 11,645 1,000 48,930 54,467
22,950 12,009 10,055 1,600 46,614 46,747
16,990 9,795 9,110 1,600 37,495 40,869
17,600 10,331 5,110 850 33,891 35,923
11,735 12,144 7,045 950 31,874 32,205
14,475 8,497 6,270 1,500 30,742 36,232
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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