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Arabia

509336975Analyzed
3v3 RM · 7d ago on Sep 26, 2026· 47m 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
🇨🇳 Huns · China
1623
+11
🇨🇳 Cumans · China
1588
+12
🇨🇳 Magyars · China
1571
+13
🇬🇧 Varangians · United Kingdom
1590
-16
🇬🇧 Vikings · United Kingdom
1511
-12
🇨🇳 Japanese · China
1400
-8
Player eAPM Actions Feudal Castle Imperial Opening
53 2,548 8:47 23:35 — ⚔ Scout Rush
46 2,187 8:53 21:30 34:47 ⛏ Fast Castle
35 1,662 9:17 22:18 — ⚔ Scout Rush
32 1,511 9:55 27:03 39:35 ⛏ Fast Castle
31 1,498 9:50 22:42 32:27 ⚔ Archer Rush
26 1,251 10:02 21:58 35:40 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
28,510 12,765 17,385 2,800 61,460 67,655
26,510 14,836 12,320 1,950 55,616 79,266
22,030 21,173 5,020 3,995 52,218 64,654
17,665 9,246 3,550 2,050 32,511 34,309
15,495 9,048 5,600 2,310 32,453 34,768
10,615 9,423 7,890 950 28,878 32,775
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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