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Arabia

510317790Analyzed
3v3 RM · 2d ago on Sep 30, 2026· 17m 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
🇹🇼 Franks · Taiwan
1153
+13
🇩🇪 Magyars · Germany
1149
+13
🇰🇷 Cumans · South Korea
1129
+14
🇳🇴 Italians · Norway
1176
-17
🇳🇱 Hindustanis · Netherlands
1102
-14
🇵🇰 Britons · Pakistan
961
-9
Player eAPM Actions Feudal Castle Imperial Opening
56 959 9:40 — — ⚔ Scout Rush
37 633 11:27 — — ⚔ Archer Rush
36 611 9:25 — — ⚔ Scout Rush
35 605 11:36 — — ⚔ Scout Rush
34 572 10:05 — — ⚔ Scout Rush
22 369 11:32 — —

Resources

Player Food Wood Gold Stone Spent Collected
3,415 2,618 150 0 6,183 6,358
2,785 2,288 50 0 5,123 5,685
2,820 2,090 50 100 5,060 5,048
2,455 1,738 370 0 4,563 5,891
2,480 1,513 50 0 4,043 4,862
1,700 1,163 50 0 2,913 3,528
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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