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Arabia

509691873Analyzed
3v3 RM · 4d ago on Sep 27, 2026· 42m 0s· 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
🇩🇪 Magyars · Germany
963
+15
🇩🇪 Danes · Germany
924
+17
🇩🇪 Franks · Germany
893
+18
🇺🇸 Hindustanis · United States
963
-18
🇺🇸 Bohemians · United States
931
-16
🇺🇸 Khmer · United States
919
-16
Player eAPM Actions Feudal Castle Imperial Opening
36 1,519 8:58 21:53 — ⚔ M@A Rush
31 1,287 9:51 23:38 41:49 ⚔ Scout Rush
26 1,086 10:11 22:02 37:05 ⚔ Scout Rush
21 874 12:53 18:58 37:42 ⛏ Fast Castle
19 804 10:48 17:41 32:25 ⚔ Scout Rush
8 348 11:46 21:00 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
16,300 9,361 7,965 1,570 35,196 42,027
13,275 11,431 6,840 1,905 33,451 39,029
14,655 7,536 3,695 950 26,836 37,701
12,825 6,993 4,270 1,435 25,523 29,212
10,415 7,088 3,980 750 22,233 27,272
6,225 5,890 2,580 1,495 16,190 17,249
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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