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Arabia

509660720Analyzed
3v3 RM · 3d ago on Sep 27, 2026· 44m 33s· 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
🇨🇴 Slavs · Colombia
678
+17
🇦🇺 Danes · Australia
678
+17
664
+18
🇪🇸 Turks · Spain
708
-18
🇪🇸 Celts · Spain
704
-17
🇪🇸 Wei · Spain
687
-17
Player eAPM Actions Feudal Castle Imperial Opening
29 1,284 10:17 23:09 — ⚔ M@A FC
24 1,053 9:51 22:14 39:31 ⚔ Scout Rush
22 994 12:33 26:05 — ⚔ Skirmisher Rush
20 871 13:57 29:24 — ⚔ Skirms into Scouts
18 822 10:57 24:36 — ⚔ Archer Rush
18 821 11:20 27:42 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,485 14,130 8,305 850 34,770 42,052
13,460 6,990 6,530 1,525 28,505 38,292
7,345 8,800 4,920 0 21,065 26,316
9,970 6,665 2,360 1,625 20,620 21,685
8,050 6,385 320 1,050 15,805 18,558
7,335 6,440 1,040 800 15,615 17,648
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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