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Arabia

509243248Analyzed
3v3 RM · 5d ago on Sep 26, 2026· 55m 39s· 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
🇨🇦 Hindustanis · Canada
924
+12
🇨🇦 Varangians · Canada
890
+13
🇨🇦 Persians · Canada
890
+13
🇨🇦 Bohemians · Canada
934
-16
🇨🇴 Chinese · Colombia
826
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🇨🇴 Ethiopians · Colombia
723
-9
Player eAPM Actions Feudal Castle Imperial Opening
48 2,657 9:47 23:21 40:20 ⚔ Scout Rush
45 2,521 10:01 17:34 35:25 ⛏ Fast Castle
30 1,673 10:21 23:33 32:36 ⚔ Scout Rush
25 1,398 11:46 19:20 32:54 ⛏ Fast Castle
15 862 11:15 25:48 40:56
11 619 12:33 32:58 —

Resources

Player Food Wood Gold Stone Spent Collected
27,115 15,252 15,615 4,200 62,182 67,744
20,980 18,128 8,695 3,300 51,103 59,641
20,415 12,736 13,255 2,900 49,306 69,078
16,240 16,211 10,055 3,450 45,956 47,568
16,290 10,635 6,065 1,500 34,490 49,994
5,540 5,230 450 225 11,445 11,566
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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