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Arabia

505735440Analyzed
3v3 RM · 22d ago on Sep 10, 2026· 59m 2s· 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
🇩🇰 Mongols · Denmark
903
+13
🇩🇰 Spanish · Denmark
887
+14
🇩🇰 Mongols · Denmark
858
+15
🇮🇳 Teutons · India
869
-15
🇮🇳 Franks · India
836
-20
🇮🇳 Vikings · India
812
-13
Player eAPM Actions Feudal Castle Imperial Opening
26 1,523 10:07 22:55 39:17 ⚔ Scout Rush
24 1,441 13:19 17:21 35:40 ⛏ Fast Castle
22 1,300 11:59 19:18 33:50 ⛏ Fast Castle
18 1,036 11:47 21:05 41:58 ⚔ Scout Rush
14 843 12:01 16:34 — ⛏ Fast Castle
13 791 11:19 19:03 43:58 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
29,315 23,217 4,975 4,100 61,607 81,644
21,040 16,272 17,905 2,050 57,267 65,883
28,420 12,891 9,750 3,490 54,551 70,237
21,065 15,133 14,030 2,900 53,128 57,703
11,635 13,692 12,605 2,150 40,082 55,814
13,035 12,400 1,615 1,630 28,680 31,419
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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