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Arabia

510141367Analyzed
3v3 RM · 2d ago on Sep 29, 2026· 44m 11s· 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
🇹🇷 Magyars · Türkiye
1140
+16
🇹🇷 Huns · Türkiye
1126
+17
🇹🇷 Britons · Türkiye
1099
+18
🇧🇪 Franks · Belgium
1192
-18
🇩🇪 Romans · Germany
1132
-17
🇳🇮 Byzantines · Nicaragua
1119
-16
Player eAPM Actions Feudal Castle Imperial Opening
45 2,009 10:30 22:07 — ⚔ Archer Rush
37 1,638 9:44 25:03 — ⚔ Archers into Skirms
29 1,303 10:08 21:51 38:31 ⚔ Scout Rush
23 1,036 10:45 26:28 42:12 ⚔ Scout Rush
17 733 9:08 22:42 — ⚔ Scout Rush
15 675 9:19 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,330 12,400 8,150 1,915 44,795 46,146
13,575 8,585 4,115 950 27,225 30,712
12,165 7,444 6,335 750 26,694 31,199
10,400 10,590 5,150 325 26,465 26,837
9,315 6,175 1,265 0 16,755 17,378
2,970 2,561 730 0 6,261 7,274
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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