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Arabia

503643202Analyzed
3v3 RM · 1mo ago on Sep 1, 2026· 37m 26s· 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
🇩🇪 Magyars · Germany
847
+18
🇩🇪 Persians · Germany
842
+19
🇩🇪 Celts · Germany
841
+19
🇮🇳 Mongols · India
1044
-86
🇮🇳 Spanish · India
836
-35
🇮🇳 Persians · India
814
-34
Player eAPM Actions Feudal Castle Imperial Opening
43 1,592 9:18 24:44 — ⚔ Scout Rush
40 1,514 9:07 24:15 — ⚔ Scout Rush
32 1,210 9:17 28:02 — ⚔ Scout Rush
30 1,115 11:40 27:21 — ⚔ Scout Rush
30 1,133 9:39 24:01 — ⚔ Scout Rush
20 754 11:58 19:36 34:39

Resources

Player Food Wood Gold Stone Spent Collected
12,680 11,865 2,415 850 27,810 33,551
15,100 5,910 2,915 1,400 25,325 28,496
12,035 8,885 2,935 500 24,355 26,626
7,660 4,922 1,115 225 13,922 17,211
5,240 3,412 1,795 650 11,097 14,499
5,420 2,831 860 100 9,211 11,491
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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