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Arabia

510379018Analyzed
3v3 RM · 11h ago on Sep 30, 2026· 31m 59s· 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
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1037
+13
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992
+15
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920
+18
🇸🇪 Danes · Sweden
985
-16
🇨🇦 Sicilians · Canada
980
-16
🇫🇮 Berbers · Finland
929
-25
Player eAPM Actions Feudal Castle Imperial Opening
33 1,055 10:11 17:43 — ⛏ Fast Castle
28 892 10:36 25:54 — ⚔ Towers FC
28 905 9:24 26:30 — ⚔ Scout Rush
27 863 11:37 23:29 — ⚔ Skirmisher Rush
20 624 9:49 20:01 — ⚔ Scout Rush
14 458 10:31 20:19 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
8,075 5,536 1,275 1,305 16,191 16,944
6,750 5,610 2,385 850 15,595 18,820
7,175 5,291 1,585 555 14,606 15,084
8,035 4,465 1,535 310 14,345 16,202
6,325 4,359 2,150 1,400 14,234 17,162
6,155 5,555 1,765 130 13,605 14,229
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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