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Arabia

503884919Analyzed
3v3 RM · 1mo ago on Sep 2, 2026· 53m 22s· 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
🇩🇪 Khmer · Germany
785
+16
🇩🇪 Slavs · Germany
680
+21
🇨🇳 Saracens · China
627
+32
🇫🇷 Franks · France
1000
-115
🇫🇷 Mongols · France
694
-35
🇫🇷 Goths · France
683
-32
Player eAPM Actions Feudal Castle Imperial Opening
47 2,502 11:13 20:31 37:19 ⛏ Fast Castle
27 1,435 10:16 28:13 — ⚔ Scout Rush
19 1,031 11:00 25:41 35:32 ⚔ Scout Rush
19 1,015 11:36 22:35 —
12 614 9:18 26:38 47:29
11 576 13:50 24:22 41:58 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
18,895 11,370 13,455 2,150 45,870 53,574
18,445 13,945 8,335 1,405 42,130 45,696
17,270 12,827 10,515 1,160 41,772 61,786
15,800 9,640 8,150 1,400 34,990 37,702
11,275 11,517 4,490 1,660 28,942 31,237
12,170 5,565 4,545 1,500 23,780 27,691
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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