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Arabia

513249554Analyzed
3v3 RM · 6d ago on Oct 12, 2026· 35m 41s· 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
🇫🇷 Persians · France
1485
+15
🇨🇦 Ethiopians · Canada
1406
+18
🇫🇷 Burgundians · France
1294
+21
vs
🇩🇪 Britons · Germany
1467
-19
🇩🇪 Magyars · Germany
1448
-18
🇩🇪 Huns · Germany
1423
-17
Player eAPM Actions Feudal Castle Imperial Opening
64 2,301 8:52 23:43 — ⚔ Scout Rush
55 1,964 9:13 24:00 — ⚔ Archer Rush
53 1,879 9:25 27:41 — ⚔ Archer Rush
44 1,573 10:27 23:43 — ⚔ Scout Rush
44 1,568 9:11 28:11 — ⚔ Scout Rush
43 1,524 8:53 25:43 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
15,685 7,787 6,445 200 30,117 30,638
6,860 8,823 6,720 750 23,153 24,432
12,135 6,145 2,550 200 21,030 21,251
10,330 4,301 4,495 230 19,356 19,078
9,125 5,108 2,900 600 17,733 19,002
5,790 6,648 3,435 200 16,073 16,591
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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