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Arabia

511474111Analyzed
3v3 RM · 13d ago on Oct 5, 2026· 57m 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
🇫🇷 Magyars · France
1059
+9
🇫🇷 Burgundians · France
926
+37
🇺🇸 Britons · United States
697
+23
vs
🇦🇺 Cumans · Australia
888
-16
🇦🇺 Saracens · Australia
886
-16
🇦🇺 Bohemians · Australia
846
-14
Player eAPM Actions Feudal Castle Imperial Opening
48 2,772 11:46 16:02 36:33 ⛏ Fast Castle
36 2,087 12:21 17:25 39:53 ⛏ Fast Castle
35 2,036 10:41 14:54 40:53 ⛏ Fast Castle
34 1,978 9:37 13:49 38:22 ⛏ Fast Castle
31 1,783 11:05 16:07 39:37 ⛏ Fast Castle
27 1,532 11:29 27:35 —

Resources

Player Food Wood Gold Stone Spent Collected
33,870 18,341 18,745 5,020 75,976 106,111
25,635 19,043 18,205 5,015 67,898 83,290
22,145 20,580 17,665 3,550 63,940 68,763
21,040 10,061 11,380 3,380 45,861 47,060
13,670 17,059 7,110 2,055 39,894 43,255
9,715 13,724 1,770 400 25,609 27,154
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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