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Arabia

508059236Analyzed
3v3 RM · 11d ago on Sep 20, 2026· 39m 0s· 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
🇹🇷 Franks · Türkiye
1183
+13
🇹🇷 Britons · Türkiye
1166
+13
🇹🇷 Teutons · Türkiye
1143
+14
🇩🇪 Ethiopians · Germany
1118
-14
🇩🇪 Magyars · Germany
1105
-13
🇨🇭 Hindustanis · Switzerland
1096
-13
Player eAPM Actions Feudal Castle Imperial Opening
56 2,180 11:20 23:36 — ⚔ Scout Rush
39 1,508 11:11 15:37 — ⛏ Fast Castle
38 1,467 9:36 25:23 — ⚔ Archer Rush
25 961 10:10 23:59 — ⚔ Skirmisher Rush
25 965 11:16 23:28 — ⚔ Scout Rush
19 746 11:33 28:03 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
19,495 9,373 9,095 950 38,913 39,782
14,060 7,695 3,535 300 25,590 28,329
7,060 8,653 5,640 900 22,253 25,524
8,780 7,020 2,815 980 19,595 22,094
9,175 5,315 2,450 200 17,140 19,848
5,790 5,381 3,120 295 14,586 16,269
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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