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Arabia

510148258Analyzed
3v3 RM · 2d ago on Sep 29, 2026· 47m 33s· 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 · Chile
1174
+15
🇨🇱 Huns · Chile
1132
+16
🇨🇱 Saracens · Chile
1061
+19
🇹🇷 Burgundians · Türkiye
1156
-17
🇹🇷 Bohemians · Türkiye
1143
-17
🇹🇷 Celts · Türkiye
1117
-16
Player eAPM Actions Feudal Castle Imperial Opening
47 2,215 10:21 21:31 42:22 ⚔ Scout Rush
40 1,883 9:21 19:42 43:04 ⚔ Scout Rush
36 1,729 10:02 19:59 39:12 ⚔ Scouts into Skirms
24 1,155 12:00 25:26 — ⚔ Scout Rush
24 1,125 10:40 26:08 — ⚔ Skirmisher Rush
23 1,103 9:57 25:16 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
33,575 9,725 27,870 1,050 72,220 78,563
14,270 16,456 8,530 2,375 41,631 43,331
16,275 11,181 4,925 300 32,681 36,063
15,280 5,873 8,845 1,500 31,498 36,047
13,630 9,234 3,100 1,480 27,444 31,063
10,165 8,604 2,810 950 22,529 23,081
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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