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Arabia

510394963Analyzed
3v3 RM · 12h ago on Sep 30, 2026· 58m 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
🇷🇺 Mongols · Russia
905
+16
🇰🇿 Berbers · Kazakhstan
835
+19
🇷🇺 Persians · Russia
763
+22
🇦🇷 Khmer · Argentina
989
-23
🇦🇷 Malians · Argentina
858
-17
🇨🇿 Byzantines · Czechia
854
-17
Player eAPM Actions Feudal Castle Imperial Opening
53 3,063 9:38 23:55 41:14 ⚔ Scout Rush
52 3,001 10:56 16:24 — ⛏ Fast Castle
30 1,766 10:13 17:04 37:37 ⛏ Fast Castle
20 1,157 13:09 21:41 35:03
18 1,053 11:01 23:53 44:32 ⚔ Skirmisher Rush
18 1,020 11:10 21:54 57:00 ⚔ Scouts into Archers

Resources

Player Food Wood Gold Stone Spent Collected
24,955 18,919 7,710 2,045 53,629 55,170
17,935 19,356 11,740 3,300 52,331 75,123
19,950 14,157 13,555 1,400 49,062 58,261
18,055 17,269 6,685 2,450 44,459 53,878
17,375 12,755 11,040 2,900 44,070 47,999
14,235 14,688 5,805 2,350 37,078 45,569
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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