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Arabia

505312006Analyzed
3v3 RM · 23d ago on Sep 8, 2026· 33m 28s· 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
🇲🇽 Teutons · Mexico
1086
+14
🇭🇺 Lithuanians · Hungary
1058
+15
🇷🇴 Georgians · Romania
1046
+16
🇦🇷 Khmer · Argentina
1111
-18
🇦🇷 Britons · Argentina
1032
-15
🇦🇷 Franks · Argentina
978
-12
Player eAPM Actions Feudal Castle Imperial Opening
45 1,492 10:48 22:37 — ⚔ Scout Rush
32 1,069 10:13 24:18 — ⚔ Archer Rush
30 1,012 10:47 21:50 — ⚔ Scout Rush
23 774 10:15 22:37 — ⚔ Scout Rush
21 706 12:05 28:18 — ⚔ Scout Rush
12 401 17:09 24:46 —

Resources

Player Food Wood Gold Stone Spent Collected
12,875 7,712 4,120 325 25,032 26,086
9,665 5,168 1,140 100 16,073 20,254
7,235 6,164 1,880 750 16,029 17,711
7,945 4,936 2,070 240 15,191 17,795
6,480 3,769 1,195 750 12,194 16,004
5,370 2,930 1,080 650 10,030 10,232
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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