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Arabia

514153182Analyzed
3v3 RM · 1d ago on Oct 16, 2026· 29m 40s· 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
🇦🇷 Teutons · Argentina
724
+11
🇦🇷 Spanish · Argentina
706
+11
🇦🇷 Lithuanians · Argentina
664
+13
vs
🇦🇹 Persians · Austria
618
-12
🇫🇷 Turks · France
599
-12
🇬🇧 Magyars · United Kingdom
584
-11
Player eAPM Actions Feudal Castle Imperial Opening
22 654 12:46 24:23 — ⛏ Fast Castle
21 631 11:54 21:29 — ⛏ Fast Castle
15 441 10:14 20:14 — ⛏ Fast Castle
14 424 11:34 23:38 — ⚔ Scout Rush
11 331 11:45 22:26 — ⚔ Scout Rush
7 211 11:43 23:06 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,175 5,371 1,475 0 13,021 14,799
6,080 3,640 690 875 11,285 14,252
5,815 3,085 775 160 9,835 11,920
5,650 2,965 550 100 9,265 12,660
4,640 2,935 200 750 8,525 9,230
4,100 3,045 200 850 8,195 11,231
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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