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Arabia

507713246Analyzed
3v3 RM · 12d ago on Sep 19, 2026· 52m 13s· 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
🇹🇷 Tatars · Türkiye
1006
+17
🇩🇪 Turks · Germany
932
+20
🇦🇷 Hindustanis · Argentina
928
+19
🇦🇺 Vikings · Australia
1058
-20
🇦🇺 Bulgarians · Australia
1056
-20
🇦🇺 Burmese · Australia
944
-16
Player eAPM Actions Feudal Castle Imperial Opening
33 1,719 9:20 16:14 — ⛏ Fast Castle
23 1,209 10:30 21:08 39:23
22 1,148 10:44 18:53 46:03 ⛏ Fast Castle
18 960 11:24 17:35 33:55 ⛏ Fast Castle
15 794 11:53 19:05 38:06 ⛏ Fast Castle
12 638 9:40 21:01 38:59 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
23,110 13,450 15,750 3,200 55,510 64,717
23,280 16,492 6,660 1,800 48,232 50,577
17,710 7,865 10,880 1,875 38,330 39,749
15,310 7,968 10,445 2,150 35,873 40,094
17,290 7,821 9,320 1,215 35,646 43,061
11,400 11,999 2,290 1,260 26,949 29,817
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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