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Arabia

510992319Analyzed
3v3 RM · 8h ago on Oct 3, 2026· 52m 30s· 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
🇩🇪 Khmer · Germany
924
+17
🇷🇺 Bohemians · Russia
922
+17
🇧🇪 Celts · Belgium
921
+17
🇦🇺 Varangians · Australia
965
-18
🇷🇺 Armenians · Russia
949
-17
🇫🇷 Persians · France
920
-16
Player eAPM Actions Feudal Castle Imperial Opening
28 1,474 10:12 21:15 31:01 ⛏ Fast Castle
28 1,496 11:37 16:07 44:50 ⛏ Fast Castle
27 1,395 10:10 16:35 34:21 ⛏ Fast Castle
22 1,169 11:30 20:07 39:56 ⛏ Fast Castle
22 1,145 10:06 19:53 36:57 ⛏ Fast Castle
12 642 11:01 19:25 39:50 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
32,880 15,038 19,360 3,065 70,343 75,006
22,990 19,945 13,260 3,180 59,375 63,189
23,010 14,206 18,720 2,175 58,111 73,749
22,230 12,268 13,050 1,600 49,148 69,829
9,725 13,720 5,845 1,900 31,190 41,974
12,630 10,055 3,960 2,380 29,025 38,160
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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