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Arabia

510381676Analyzed
3v3 RM · 3d ago on Sep 30, 2026· 49m 29s· 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
🇩🇪 Franks · Germany
1021
+17
🇩🇪 Varangians · Germany
1014
+17
🇩🇪 Shu · Germany
1013
+17
🇩🇪 Vietnamese · Germany
1091
-18
🇨🇱 Teutons · Chile
1063
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🇹🇷 Spanish · Türkiye
983
-15
Player eAPM Actions Feudal Castle Imperial Opening
35 1,725 12:21 19:47 46:06 ⛏ Fast Castle
29 1,431 10:43 25:04 — ⚔ Archer Rush
26 1,297 11:40 36:31 — ⚔ Archers into Skirms
23 1,115 10:02 19:50 39:33 ⚔ Scout Rush
21 1,047 11:56 16:12 40:06 ⛏ Fast Castle
17 846 11:29 21:51 37:43 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
27,240 13,749 18,120 3,050 62,159 65,869
16,370 6,991 8,670 1,685 33,716 37,506
15,485 7,148 6,995 1,545 31,173 35,408
14,780 7,521 5,575 2,805 30,681 32,142
11,035 12,879 3,020 1,365 28,299 30,666
9,280 9,685 4,470 1,570 25,005 28,904
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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