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Arabia

507539623Analyzed
3v3 RM · 13d ago on Sep 18, 2026· 74m 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
🇩🇪 Mongols · Germany
1027
+14
🇩🇪 Ethiopians · Germany
1006
+15
🇩🇪 Franks · Germany
900
+18
🇵🇪 Khmer · Peru
1033
-18
🇵🇪 Turks · Peru
1000
-17
887
-12
Player eAPM Actions Feudal Castle Imperial Opening
37 2,775 9:51 23:31 43:56 ⚔ Archer Rush
26 1,906 12:13 16:24 55:09 ⛏ Fast Castle
24 1,818 9:31 23:35 39:49 ⚔ Scout Rush
21 1,584 14:07 30:39 54:42 ⚔ Skirmisher Rush
21 1,562 13:09 18:00 41:39
17 1,246 10:43 14:06 39:16 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
27,625 33,600 14,550 6,220 81,995 92,784
26,515 14,428 20,560 3,450 64,953 82,155
22,395 16,441 9,935 2,550 51,321 56,001
14,850 21,152 12,570 1,800 50,372 94,986
19,285 19,485 3,685 1,520 43,975 46,571
13,905 13,868 8,470 3,450 39,693 45,011
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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