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Arabia

509648662Analyzed
3v3 RM · 6d ago on Sep 27, 2026· 40m 49s· 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
🇫🇷 Magyars · France
1065
+16
🇿🇦 Tatars · South Africa
1034
+17
🇩🇪 Koreans · Germany
996
+19
🇨🇳 Persians · China
1118
-20
🇨🇳 Chinese · China
1029
-16
🇨🇳 Armenians · China
1021
-16
Player eAPM Actions Feudal Castle Imperial Opening
47 1,916 11:45 20:03 — ⚔ Scout Rush
42 1,731 10:52 14:43 30:41 ⛏ Fast Castle
40 1,624 10:27 14:11 31:18 ⛏ Fast Castle
28 1,124 11:04 14:55 37:00 ⛏ Fast Castle
22 906 11:02 23:52 40:47 ⚔ Archer Rush
12 481 11:31 21:20 34:08

Resources

Player Food Wood Gold Stone Spent Collected
29,710 13,600 9,650 4,550 57,510 71,314
17,600 14,275 6,455 4,300 42,630 56,034
19,250 11,550 10,585 1,155 42,540 52,804
11,900 10,995 7,275 1,470 31,640 33,512
11,375 11,083 3,865 1,605 27,928 39,905
11,020 7,645 5,130 750 24,545 25,821
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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