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Arabia

503248953Analyzed
3v3 RM · 1mo ago on Aug 30, 2026· 35m 24s· 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
🇵🇱 Saracens · Poland
1033
+13
🇵🇱 Franks · Poland
1024
+13
🇵🇱 Persians · Poland
1023
+13
🇩🇪 Mongols · Germany
980
-14
🇩🇪 Portuguese · Germany
973
-14
🇩🇪 Franks · Germany
927
-12
Player eAPM Actions Feudal Castle Imperial Opening
41 1,466 11:03 26:14 — ⚔ Archer Rush
38 1,334 10:32 21:57 — ⚔ Scouts into Skirms
25 889 10:23 14:34 — ⛏ Fast Castle
22 782 9:48 20:20 — ⚔ M@A FC
21 734 14:16 19:18 — ⛏ Fast Castle
21 727 10:42 18:14 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,600 6,957 2,930 400 17,887 20,273
8,435 4,407 2,875 2,150 17,867 21,745
7,900 5,609 2,125 1,500 17,134 20,756
6,150 7,038 785 325 14,298 18,816
5,510 5,924 995 325 12,754 14,236
2,950 2,625 1,650 650 7,875 7,526
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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