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Arabia

503513116Analyzed
3v3 RM · 9d ago on Sep 1, 2026· 42m 52s· 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
🇲🇽 Khitans · Mexico
911
+12
🇺🇸 Romans · United States
899
+12
🇷🇺 Ethiopians · Russia
876
+13
🇺🇸 Vietnamese · United States
869
-15
🇦🇷 Mongols · Argentina
832
-13
🇺🇸 Franks · United States
755
-10
Player eAPM Actions Feudal Castle Imperial Opening
35 1,503 10:35 27:26 37:37 ⚔ Skirms into Archers
34 1,464 10:10 23:13 41:25 ⚔ Archer Rush
31 1,347 10:00 23:38 40:36 ⚔ Scout Rush
23 980 8:37 22:34 ⚔ Scout Rush
20 856 12:31 17:03 40:30 ⛏ Fast Castle
10 431 13:42 23:33 33:35

Resources

Player Food Wood Gold Stone Spent Collected
21,100 10,018 6,415 1,570 39,103 45,328
14,060 10,730 7,265 1,630 33,685 39,912
13,270 12,141 5,455 230 31,096 32,914
10,470 11,380 8,650 300 30,800 35,112
8,875 8,765 2,250 1,500 21,390 22,707
6,760 5,989 1,550 3,530 17,829 19,657
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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