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Arabia

510167676Analyzed
3v3 RM · 2d ago on Sep 29, 2026· 59m 1s· 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 · France
1162
+9
🇫🇷 Burgundians · France
963
+46
🇫🇷 Goths · France
829
+56
🇦🇷 Turks · Argentina
998
-17
🇫🇷 Tatars · France
992
-16
🇳🇴 Celts · Norway
959
-15
Player eAPM Actions Feudal Castle Imperial Opening
29 1,727 9:02 20:27 36:20 ⚔ Scout Rush
26 1,541 11:31 24:25 —
23 1,328 9:39 19:18 35:33 ⛏ Fast Castle
23 1,335 10:06 20:47 31:49 ⛏ Fast Castle
17 1,008 10:20 17:46 44:37 ⛏ Fast Castle
9 507 13:50 32:04 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
41,790 30,594 10,805 3,550 86,739 87,244
40,010 16,865 16,295 1,500 74,670 103,964
26,570 10,116 13,960 2,700 53,346 56,476
16,290 23,193 4,885 3,050 47,418 50,256
15,655 9,255 7,915 2,800 35,625 40,152
8,950 4,753 400 450 14,553 20,953
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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