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Arabia

511009680Analyzed
3v3 RM · 17d ago on Oct 3, 2026· 47m 51s· 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
🇬🇧 Danes · United Kingdom
1070
+16
🇲🇽 Burmese · Mexico
1041
+17
🇫🇷 Magyars · France
1005
+19
vs
🇦🇷 Vietnamese · Argentina
1098
-19
🇦🇷 Persians · Argentina
1090
-18
🇦🇷 Hindustanis · Argentina
1012
-15
Player eAPM Actions Feudal Castle Imperial Opening
33 1,592 9:57 18:46 — ⛏ Fast Castle
25 1,205 9:36 16:06 40:03 ⛏ Fast Castle
22 1,037 10:16 25:30 41:18 ⚔ Archer Rush
21 1,011 11:57 24:52 39:53 ⚔ FC into Skirms
16 744 10:22 18:05 35:29 ⛏ Fast Castle
16 787 11:50 18:15 41:11 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,250 9,510 5,675 1,950 38,385 40,859
17,930 10,032 9,380 850 38,192 46,522
12,815 14,381 6,165 1,905 35,266 43,753
13,520 6,895 6,420 2,800 29,635 32,988
12,115 9,724 5,750 1,600 29,189 32,828
8,435 7,975 5,075 1,530 23,015 27,412
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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