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Arabia

510160990Analyzed
3v3 RM · 2d ago on Sep 29, 2026· 39m 32s· 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
🇹🇷 Ethiopians · Türkiye
1155
+15
🇹🇷 Varangians · Türkiye
1143
+15
🇹🇷 Celts · Türkiye
1119
+16
🇨🇱 Vietnamese · Chile
1169
-17
🇨🇱 Slavs · Chile
1131
-16
🇨🇱 Inca · Chile
1066
-13
Player eAPM Actions Feudal Castle Imperial Opening
53 2,115 9:22 23:17 — ⚔ Scout Rush
37 1,481 9:48 27:54 — ⚔ Skirmisher Rush
35 1,392 10:55 22:08 — ⚔ Scout Rush
27 1,059 11:58 21:39 36:33 ⚔ Skirmisher Rush
26 1,019 9:36 21:12 — ⚔ Skirmisher Rush
25 975 11:24 27:26 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
10,155 12,347 7,630 200 30,332 34,736
11,830 8,890 4,030 2,365 27,115 30,242
13,050 6,290 4,895 200 24,435 30,282
11,700 6,925 3,610 2,150 24,385 24,907
8,375 6,827 620 1,065 16,887 18,878
5,940 4,354 750 875 11,919 12,344
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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