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Arabia

510252443Analyzed
3v3 RM · 4d ago on Sep 30, 2026· 33m 26s· 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
🇺🇸 Danes · United States
907
+14
🇺🇸 Spanish · United States
904
+14
🇺🇸 Bohemians · United States
826
+18
🇦🇷 Goths · Argentina
870
-16
🇨🇳 Chinese · China
850
-15
🇺🇸 Teutons · United States
847
-15
Player eAPM Actions Feudal Castle Imperial Opening
41 1,382 10:34 21:50 — ⚔ Skirmisher Rush
36 1,206 10:14 18:03 — ⛏ Fast Castle
18 592 11:12 17:00 — ⛏ Fast Castle
14 469 11:49 17:02 — ⛏ Fast Castle
12 416 11:52 19:01 — ⛏ Fast Castle
10 347 11:07 23:02 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,990 5,850 1,560 2,445 17,845 19,099
8,185 4,570 3,750 1,100 17,605 22,775
9,130 6,397 1,210 850 17,587 23,040
6,775 4,803 1,920 1,400 14,898 16,852
5,780 4,800 2,390 0 12,970 16,369
5,525 4,040 2,055 775 12,395 15,079
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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