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Arabia

503819622Analyzed
3v3 RM · 29d ago on Sep 2, 2026· 42m 44s· 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
🇮🇹 Mongols · Italy
1104
+13
🇨🇳 Teutons · China
1098
+13
🇹🇼 Magyars · Taiwan
1059
+32
🇸🇪 Britons · Sweden
1041
-14
🇹🇷 Franks · Türkiye
1028
-13
🇹🇷 Spanish · Türkiye
1016
-13
Player eAPM Actions Feudal Castle Imperial Opening
48 2,042 9:11 16:22 — ⛏ Fast Castle
39 1,665 11:12 23:00 39:06 ⚔ Scout Rush
32 1,388 13:01 17:31 — ⛏ Fast Castle
26 1,090 10:41 24:53 — ⚔ Archer Rush
26 1,120 10:47 23:43 — ⚔ Skirmisher Rush
17 735 9:47 24:39 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
15,370 13,353 7,455 2,250 38,428 41,882
13,585 11,003 5,315 2,250 32,153 34,647
10,150 8,469 5,015 1,495 25,129 27,921
11,445 6,698 3,400 0 21,543 22,202
6,625 8,649 4,900 200 20,374 22,768
9,660 6,106 2,460 1,735 19,961 21,888
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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