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Arabia

510319734Analyzed
3v3 RM · 1d ago on Sep 30, 2026· 30m 4s· 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
🇨🇱 Byzantines · Chile
843
+15
🇨🇳 Huns · China
832
+16
🇷🇴 Danes · Romania
774
+18
🇫🇷 Turks · France
872
-18
🇫🇷 Bohemians · France
828
-17
🇫🇷 Japanese · France
771
-14
Player eAPM Actions Feudal Castle Imperial Opening
29 858 10:17 28:58 — ⚔ M@A into Towers
27 820 10:37 23:30 — ⚔ Scout Rush
23 692 13:20 28:46 — ⚔ M@A Rush
21 633 10:44 22:47 — ⛏ Fast Castle
21 646 12:29 18:43 — ⛏ Fast Castle
13 394 12:15 22:42 — ⚔ FC into Archers

Resources

Player Food Wood Gold Stone Spent Collected
7,340 3,295 2,370 300 13,305 15,669
5,850 5,245 880 850 12,825 15,744
5,725 4,600 1,365 600 12,290 13,677
7,220 2,580 1,300 650 11,750 13,109
4,850 4,270 1,155 765 11,040 11,847
5,345 4,185 515 105 10,150 11,262
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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