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Arabia

509687816Analyzed
3v3 RM · 4d ago on Sep 27, 2026· 33m 8s· 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
🇦🇷 Mapuche · Argentina
1258
+11
🇨🇱 Persians · Chile
1112
+17
🇦🇷 Varangians · Argentina
1029
+21
🇹🇷 Burgundians · Türkiye
1161
-17
🇹🇷 Danes · Türkiye
1145
-17
🇹🇷 Teutons · Türkiye
1115
-15
Player eAPM Actions Feudal Castle Imperial Opening
51 1,698 8:58 21:41 — ⚔ Scout Rush
50 1,657 10:31 18:08 — ⛏ Fast Castle
50 1,651 10:29 19:07 — ⚔ Scout Rush
47 1,569 9:32 25:12 — ⚔ M@A into Skirms
34 1,120 9:41 21:48 — ⚔ Archer Rush
22 719 11:32 19:30 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
14,810 7,500 6,625 200 29,135 31,203
10,545 6,541 3,545 200 20,831 22,626
6,740 7,031 3,350 850 17,971 20,108
8,315 4,675 2,100 975 16,065 17,170
8,365 4,447 2,220 0 15,032 15,965
7,205 3,877 2,025 680 13,787 14,194
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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