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Arabia

506768889Analyzed
3v3 RM · 17d ago on Sep 15, 2026· 51m 19s· 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
🇲🇽 Cumans · Mexico
1401
+14
🇲🇽 Vietnamese · Mexico
1365
+15
🇺🇸 Persians · United States
1352
+15
🇨🇱 Ethiopians · Chile
1386
-17
🇵🇪 Burmese · Peru
1358
-15
🇦🇺 Mongols · Australia
1289
-12
Player eAPM Actions Feudal Castle Imperial Opening
53 2,706 10:10 27:42 39:14 ⚔ Scout Rush
52 2,670 9:34 24:44 37:55 ⚔ Archers into Skirms
43 2,212 9:22 24:22 41:44 ⚔ Archers into Skirms
41 2,124 8:28 24:12 45:46 ⚔ Scout Rush
40 2,029 10:04 26:02 39:23 ⚔ M@A into Archers
37 1,923 9:08 22:35 34:29 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
50,405 13,263 22,600 1,600 87,868 88,966
24,175 17,587 14,060 3,590 59,412 64,818
19,950 11,399 12,570 1,255 45,174 47,189
15,685 17,705 6,680 2,950 43,020 46,547
16,200 16,896 8,645 875 42,616 47,516
9,185 11,771 8,010 2,150 31,116 33,892
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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