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Arabia

511678366Analyzed
3v3 RM · 9d ago on Oct 6, 2026· 38m 36s· 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
🇨🇱 Hindustanis · Chile
1347
+6
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1315
+6
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745
+26
vs
🇲🇽 Slavs · Mexico
1086
-14
🇨🇴 Malians · Colombia
1062
-13
1011
-11
Player eAPM Actions Feudal Castle Imperial Opening
42 1,622 9:14 23:09 36:38 ⚔ Archer Rush
39 1,506 10:09 22:02 35:34 ⚔ Archer Rush
33 1,269 10:13 21:20 — ⚔ Scout Rush
32 1,250 11:56 19:56 — ⛏ Fast Castle
29 1,124 9:19 16:14 — ⛏ Fast Castle
20 761 10:49 22:03 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,410 10,730 7,010 195 26,345 26,933
11,050 8,534 6,180 100 25,864 27,018
10,030 7,387 5,070 1,500 23,987 32,358
8,405 4,700 2,225 1,250 16,580 24,168
7,790 4,639 2,945 250 15,624 18,098
6,210 4,360 1,520 100 12,190 12,736
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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