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Arabia

512126813Analyzed
3v3 RM · 1mo ago on Oct 8, 2026· 65m 51s· 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
1187
+13
1185
+13
🇲🇽 Ethiopians · Mexico
1149
+16
vs
🇺🇸 Spanish · United States
1217
-17
🇺🇸 Portuguese · United States
1104
-13
🇺🇸 Magyars · United States
1067
-12
Player eAPM Actions Feudal Castle Imperial Opening
52 3,393 10:08 25:06 52:15 ⚔ Scout Rush
48 3,167 10:32 19:04 46:56 ⛏ Fast Castle
33 2,182 9:56 20:43 44:22 ⚔ Scout Rush
33 2,193 9:17 23:09 44:17 ⚔ Archer Rush
31 2,019 10:41 15:57 41:51 ⛏ Fast Castle
30 1,950 10:51 14:51 56:46 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
35,965 17,144 31,120 3,650 87,879 96,561
35,435 21,424 18,275 2,750 77,884 85,524
27,310 30,339 14,355 3,000 75,004 87,655
24,250 15,584 22,640 3,550 66,024 68,570
16,350 23,789 18,550 3,850 62,539 70,583
23,400 21,001 8,870 2,515 55,786 61,137
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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