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Arabia

512669130Analyzed
3v3 RM · 6d ago on Oct 10, 2026· 39m 22s· 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
🇺🇾 Inca · Uruguay
1100
+13
🇺🇾 Britons · Uruguay
1064
+15
🇺🇾 Spanish · Uruguay
1018
+17
vs
🇨🇳 Vietnamese · China
1048
-44
🇭🇺 Mongols · Hungary
1037
-15
🇳🇱 Spanish · Netherlands
1027
-15
Player eAPM Actions Feudal Castle Imperial Opening
37 1,437 11:14 16:32 33:13 ⛏ Fast Castle
24 956 10:31 23:56 39:22 ⚔ Archer Rush
23 892 9:22 17:55 39:16 ⚔ Skirmisher Rush
19 734 11:53 — — ⚔ Skirms into Scouts into Archers
19 736 10:19 25:35 — ⚔ Champi Rush
18 697 10:46 18:45 34:31 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
15,660 7,310 8,995 215 32,180 33,537
12,935 10,015 6,120 1,175 30,245 35,683
11,810 6,065 5,220 880 23,975 27,734
11,520 7,718 3,020 1,700 23,958 26,013
8,810 7,803 2,575 1,285 20,473 25,055
3,130 2,720 465 250 6,565 7,448
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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