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Arabia

510155618Analyzed
3v3 RM · 2d ago on Sep 29, 2026· 34m 1s· 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
🇹🇷 Ethiopians · Türkiye
1139
+16
🇹🇷 Danes · Türkiye
1126
+17
🇹🇷 Celts · Türkiye
1101
+18
🇨🇱 Vietnamese · Chile
1189
-20
🇨🇱 Mongols · Chile
1148
-17
🇨🇱 Berbers · Chile
1080
-14
Player eAPM Actions Feudal Castle Imperial Opening
50 1,685 9:53 22:39 — ⚔ Scout Rush
35 1,183 8:44 20:07 — ⚔ Scout Rush
33 1,108 11:47 22:31 — ⚔ Scout Rush
27 915 11:07 16:10 — ⚔ Drush FC
26 876 14:47 23:26 — ⚔ Archer Rush
24 815 10:20 25:45 —

Resources

Player Food Wood Gold Stone Spent Collected
10,710 5,778 2,490 750 19,728 21,191
7,070 8,185 4,220 200 19,675 20,221
6,850 7,152 2,630 1,640 18,272 20,489
7,935 4,405 1,350 870 14,560 16,841
6,390 4,765 840 100 12,095 14,120
6,440 3,850 700 200 11,190 11,304
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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