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Arabia

508057867Analyzed
3v3 RM · 13d ago on Sep 20, 2026· 33m 56s· 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
🇹🇷 Lithuanians · Türkiye
1574
+13
🇹🇷 Ethiopians · Türkiye
1442
+20
🇹🇷 Bohemians · Türkiye
1441
+19
🇧🇪 Muisca · Belgium
1545
-19
🇹🇼 Japanese · Taiwan
1495
-17
🇨🇭 Franks · Switzerland
1476
-16
Player eAPM Actions Feudal Castle Imperial Opening
50 1,696 8:54 20:19 — ⚔ Scout Rush
46 1,567 9:18 24:13 — ⚔ Scout Rush
40 1,357 10:57 15:46 — ⛏ Fast Castle
39 1,334 9:00 18:03 — ⚔ Archer Rush
37 1,269 9:49 23:20 — ⚔ Archer Rush
22 750 10:18 27:13 — ⚔ Skirms into Archers

Resources

Player Food Wood Gold Stone Spent Collected
13,840 5,340 6,720 0 25,900 25,979
8,250 11,682 4,110 1,680 25,722 26,707
12,355 7,617 3,825 200 23,997 24,864
7,635 8,628 4,515 200 20,978 23,213
7,125 6,763 1,325 1,265 16,478 18,244
5,750 5,428 4,455 100 15,733 17,568
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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