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Arabia

511503578Analyzed
3v3 RM · 12d ago on Oct 5, 2026· 29m 3s· 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
🇪🇸 Goths · Spain
1309
+10
🇩🇪 Byzantines · Germany
1211
+14
🇸🇪 Poles · Sweden
1210
+14
vs
🇦🇺 Wei · Australia
1217
-14
🇹🇼 Poles · Taiwan
1215
-15
🇦🇺 Saxons · Australia
1083
-9
Player eAPM Actions Feudal Castle Imperial Opening
63 1,821 9:01 22:29 — ⚔ Skirmisher Rush
50 1,459 10:06 25:53 — ⚔ Archers into Scouts
37 1,076 11:27 21:36 — ⚔ Scout Rush
32 922 10:21 21:46 — ⚔ Archer Rush
31 906 9:44 13:40 — ⛏ Fast Castle
16 477 12:10 28:28 —

Resources

Player Food Wood Gold Stone Spent Collected
9,780 7,578 680 300 18,338 18,960
s
9,975 4,459 2,870 100 17,404 18,968
7,290 5,709 1,145 340 14,484 14,482
7,425 3,760 1,435 950 13,570 13,628
6,670 4,898 1,610 100 13,278 15,047
4,970 3,380 790 100 9,240 9,598
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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