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Arabia

510624429Analyzed
3v3 RM · 5h ago on Oct 1, 2026· 58m 24s· 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
🇧🇷 Vietnamese · Brazil
917
+8
🇧🇷 Khmer · Brazil
726
+15
🇧🇷 Britons · Brazil
693
+15
🇨🇭 Aztecs · Switzerland
760
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🇫🇷 Cumans · France
723
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🇧🇷 Georgians · Brazil
636
-10
Player eAPM Actions Feudal Castle Imperial Opening
34 1,968 11:49 22:47 31:32 ⛏ Fast Castle
25 1,489 10:24 19:30 35:14 ⚔ FC into Archers
16 947 12:20 25:16 37:02 ⛏ Fast Castle
14 830 12:37 18:29 37:09 ⛏ Fast Castle
10 589 11:21 21:00 39:18 ⛏ Fast Castle
10 606 12:00 41:15 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
21,765 23,251 12,400 5,850 63,266 71,673
21,755 19,110 13,200 2,875 56,940 61,308
14,175 17,717 8,315 2,800 43,007 57,588
13,700 14,955 8,155 2,535 39,345 58,837
12,340 8,390 3,730 1,680 26,140 33,876
9,010 6,525 1,750 500 17,785 18,194
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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