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Arabia

510222014Analyzed
3v3 RM · 4d ago on Sep 30, 2026· 63m 28s· 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
🇦🇷 Franks · Argentina
831
+10
🇦🇷 Burgundians · Argentina
772
+12
🇦🇷 Spanish · Argentina
697
+15
🇨🇴 Turks · Colombia
701
-13
🇨🇴 Japanese · Colombia
699
-13
🇺🇸 Khmer · United States
662
-11
Player eAPM Actions Feudal Castle Imperial Opening
46 2,905 9:16 22:06 35:59 ⚔ Scout Rush
41 2,620 10:55 21:20 39:31
23 1,462 10:48 26:36 43:43 ⚔ Scout Rush
13 796 13:10 22:20 40:18 ⚔ M@A Rush
12 732 11:53 18:41 36:36 ⛏ Fast Castle
9 564 18:52 27:37 41:13 ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
30,580 14,252 17,920 2,300 65,052 76,018
26,940 12,701 15,920 4,100 59,661 72,808
22,050 19,321 11,435 3,375 56,181 59,584
24,840 12,635 15,105 2,900 55,480 80,254
22,540 10,540 7,185 2,220 42,485 47,660
12,240 10,085 3,850 2,500 28,675 29,838
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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