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Arabia

514049534Analyzed
3v3 RM · 1d ago on Oct 16, 2026· 25m 6s· 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 · Taiwan
1394
+10
🇹🇼 Ethiopians · Taiwan
1386
+10
🇹🇼 Romans · Taiwan
1192
+18
vs
🇩🇪 Magyars · Germany
1273
-14
🇪🇸 Maya · Spain
1231
-12
🇨🇳 Mongols · China
1222
-12
Player eAPM Actions Feudal Castle Imperial Opening
60 1,504 8:46 20:19 — ⚔ Scout Rush
46 1,152 9:00 — — ⚔ Archer Rush
43 1,087 8:08 — — ⚔ Scouts into Archers
40 993 9:17 — — ⚔ Scouts into Skirms
36 913 9:47 23:32 — ⚔ M@A into Skirms
35 886 11:10 23:33 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
10,240 3,565 3,950 100 17,855 18,463
4,755 4,493 2,715 0 11,963 13,342
5,870 4,952 865 0 11,687 12,467
4,305 4,122 2,100 125 10,652 11,638
4,105 3,361 100 0 7,566 8,704
2,805 3,332 585 200 6,922 8,125
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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