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Arabia

504881573Analyzed
3v3 RM · 24d ago on Sep 6, 2026· 39m 4s· 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 · Argentina
1119
+11
🇦🇷 Vietnamese · Argentina
1072
+13
🇦🇷 Franks · Argentina
973
+17
🇨🇦 Wu · Canada
1018
-14
🇨🇱 Persians · Chile
1000
-14
🇨🇴 Ethiopians · Colombia
996
-13
Player eAPM Actions Feudal Castle Imperial Opening
35 1,353 10:11 22:15 31:52 ⚔ Archer Rush
33 1,289 9:51 21:50 35:34 ⚔ Scout Rush
31 1,208 10:02 22:11 34:44 ⚔ Archer Rush
21 821 10:59 20:37 36:11 ⚔ Archer Rush
20 779 10:55 15:38 — ⛏ Fast Castle
12 463 10:27 15:15 29:12 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
13,745 8,714 5,900 2,050 30,409 32,247
13,420 7,634 5,025 1,400 27,479 34,640
12,675 7,080 6,270 1,400 27,425 29,218
9,875 6,272 425 2,170 18,742 23,108
6,595 6,632 3,510 960 17,697 18,770
7,430 4,225 1,390 1,815 14,860 18,609
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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