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Arabia

512922848Analyzed
3v3 RM · 6d ago on Oct 11, 2026· 43m 8s· 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
🇯🇵 Japanese · Japan
1230
+17
🇨🇳 Vietnamese · China
1193
+18
🇭🇰 Franks · Hong Kong SAR China
1158
+20
vs
🇨🇳 Ethiopians · China
1290
-21
🇨🇳 Franks · China
1267
-19
🇨🇳 Spanish · China
1174
-15
Player eAPM Actions Feudal Castle Imperial Opening
47 2,039 10:37 15:41 34:21 ⛏ Fast Castle
44 1,908 8:29 30:56 — ⚔ Archer Rush
34 1,463 8:43 26:28 — ⚔ M@A into Skirms
33 1,418 9:32 21:08 36:39 ⚔ Archer Rush
25 1,067 10:57 15:55 30:34 ⛏ Fast Castle
16 702 12:09 17:04 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
20,080 7,510 12,220 300 40,110 43,386
13,900 14,940 8,245 2,420 39,505 41,693
18,160 8,615 10,195 850 37,820 43,666
6,575 6,829 3,560 620 17,584 18,247
9,250 2,734 3,880 750 16,614 17,470
6,830 6,912 1,000 1,720 16,462 18,412
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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