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Arabia

503323350Analyzed
3v3 RM · 2mo ago on Aug 31, 2026· 79m 18s· 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
🇨🇳 Chinese · China
780
+15
🇳🇿 Slavs · New Zealand
721
+18
🇺🇸 Inca · United States
719
+37
vs
🇦🇷 Turks · Argentina
823
-20
🇵🇪 Khmer · Peru
727
-15
🇦🇷 Franks · Argentina
715
-15
Player eAPM Actions Feudal Castle Imperial Opening
35 2,768 10:50 21:51 43:49 ⛏ Fast Castle
34 2,710 12:13 16:48 35:39 ⛏ Fast Castle
32 2,504 11:47 18:56 40:37 ⛏ Fast Castle
22 1,748 8:37 22:48 44:05
18 1,440 11:22 19:51 38:25 ⛏ Fast Castle
13 1,022 11:02 21:51 31:01

Resources

Player Food Wood Gold Stone Spent Collected
34,010 43,655 25,225 2,900 105,790 119,451
43,160 13,825 18,900 3,710 79,595 103,895
19,205 29,350 17,645 5,090 71,290 83,657
20,870 20,105 17,085 3,770 61,830 63,445
27,345 9,005 13,620 5,400 55,370 59,609
16,595 11,710 8,315 5,210 41,830 42,582
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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