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Arabia

513166992Analyzed
3v3 RM · 4d ago on Oct 12, 2026· 35m 48s· 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 · China
950
+13
🇨🇳 Malians · China
938
+13
🇧🇷 Japanese · Brazil
889
+15
vs
🇨🇳 Portuguese · China
892
-40
🇨🇳 Spanish · China
892
-40
🇨🇳 Khitans · China
857
-36
Player eAPM Actions Feudal Castle Imperial Opening
59 2,128 12:04 18:59 — ⛏ Fast Castle
41 1,463 12:58 30:35 — ⛏ Fast Castle
37 1,333 11:18 15:58 31:27 ⛏ Fast Castle
30 1,069 11:53 22:30 — ⛏ Fast Castle
24 857 11:23 28:36 — ⛏ Fast Castle
17 603 14:19 21:39 35:05 ⚔ Drush FC

Resources

Player Food Wood Gold Stone Spent Collected
16,345 9,289 5,370 1,670 32,674 36,555
9,605 6,735 3,370 2,800 22,510 26,171
9,045 4,110 3,050 1,640 17,845 20,559
6,170 5,730 1,270 765 13,935 17,531
5,650 4,070 1,510 650 11,880 14,186
3,050 1,669 510 900 6,129 7,593
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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