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Arabia

510028721Analyzed
3v3 RM · 2d ago on Sep 29, 2026· 41m 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
🇺🇸 Japanese · United States
1201
+13
🇹🇷 Cumans · Türkiye
1165
+15
🇦🇷 Varangians · Argentina
1164
+15
🇦🇷 Saracens · Argentina
1199
-17
🇲🇽 Georgians · Mexico
1126
-14
🇦🇷 Franks · Argentina
1083
-12
Player eAPM Actions Feudal Castle Imperial Opening
51 2,120 10:01 24:30 40:56
42 1,760 9:11 20:27 37:38 ⚔ Archer Rush
32 1,352 8:55 23:18 39:01 ⚔ Scout Rush
30 1,271 10:37 21:02 37:37 ⚔ Scout Rush
29 1,194 10:20 29:13 — ⚔ M@A into Skirms
20 826 8:50 19:09 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
19,565 11,036 6,585 900 38,086 40,937
15,345 11,526 5,865 2,155 34,891 37,454
14,045 7,072 5,695 1,220 28,032 32,339
9,350 8,081 5,790 2,150 25,371 30,652
11,340 9,234 1,505 300 22,379 25,686
8,345 4,761 2,090 1,330 16,526 17,065
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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