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Arabia

507107390Analyzed
3v3 RM · 15d ago on Sep 16, 2026· 31m 37s· 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
🇩🇪 Mongols · Germany
1037
+13
🇩🇪 Japanese · Germany
974
+16
🇩🇪 Franks · Germany
840
+21
🇺🇸 Burgundians · United States
989
-18
🇬🇧 Bulgarians · United Kingdom
966
-17
🇲🇽 Franks · Mexico
935
-15
Player eAPM Actions Feudal Castle Imperial Opening
36 1,129 8:51 24:23 — ⚔ Archer Rush
36 1,152 10:09 21:22 — ⚔ Archer Rush
21 679 12:41 17:02 — ⛏ Fast Castle
13 416 11:38 18:42 — ⚔ Archer Rush
11 341 12:24 21:10 — ⛏ Fast Castle
10 330 11:44 — —

Resources

Player Food Wood Gold Stone Spent Collected
7,010 6,823 2,350 200 16,383 19,918
5,550 6,808 3,245 200 15,803 18,136
7,410 5,737 1,800 200 15,147 17,956
6,000 5,045 1,430 975 13,450 15,673
4,065 2,640 465 1,400 8,570 9,177
1,885 964 175 0 3,024 3,100
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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