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Arabia

505419415Analyzed
3v3 RM · 22d ago on Sep 9, 2026· 33m 10s· 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
🇦🇺 Mongols · Australia
1233
+12
🇦🇺 Ethiopians · Australia
1168
+15
🇦🇺 Persians · Australia
1027
+22
🇳🇱 Britons · Netherlands
1249
-20
🇧🇪 Ethiopians · Belgium
1206
-19
🇩🇪 Franks · Germany
984
-22
Player eAPM Actions Feudal Castle Imperial Opening
52 1,738 10:33 22:02 — ⚔ Archers into Skirms
43 1,427 10:00 23:11 — ⚔ Scout Rush
38 1,261 10:22 15:13 — ⛏ Fast Castle
33 1,090 11:18 24:58 — ⚔ Archers into Skirms
29 977 10:24 20:00 — ⚔ Archers into Skirms
19 640 11:17 19:37 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,185 8,955 3,375 225 19,740 20,312
6,825 7,241 3,155 850 18,071 20,792
7,400 7,650 1,735 1,060 17,845 19,493
5,875 6,386 3,330 150 15,741 18,169
8,560 3,950 1,670 100 14,280 16,838
6,195 4,605 1,625 105 12,530 15,940
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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