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Arabia

511703780Analyzed
3v3 RM · 10d ago on Oct 6, 2026· 59m 47s· 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
🇲🇽 Koreans · Mexico
1089
+11
🇲🇽 Khmer · Mexico
1058
+12
🇲🇽 Aztecs · Mexico
1030
+13
vs
🇹🇷 Japanese · Türkiye
1004
-13
🇵🇪 Ethiopians · Peru
973
-12
🇨🇦 Shu · Canada
955
-11
Player eAPM Actions Feudal Castle Imperial Opening
37 2,216 11:27 22:21 41:04 ⚔ Archers into Skirms
34 2,008 10:04 21:02 37:12 ⚔ Archer Rush
22 1,307 10:17 20:16 37:28 ⚔ Scout Rush
19 1,161 11:27 17:28 36:31 ⚔ FC into Archers
19 1,142 12:03 16:24 33:07 ⛏ Fast Castle
16 928 13:02 22:38 31:50 ⚔ Drush

Resources

Player Food Wood Gold Stone Spent Collected
37,375 21,855 17,755 4,300 81,285 94,465
23,810 23,236 17,270 950 65,266 80,695
14,655 21,506 15,245 2,870 54,276 60,834
17,640 20,003 6,835 1,585 46,063 59,799
17,580 14,985 11,820 1,250 45,635 50,746
21,675 11,573 10,410 1,700 45,358 50,510
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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