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Arabia

503312743Analyzed
3v3 RM · 2mo ago on Aug 31, 2026· 35m 34s· 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
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1119
+14
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1095
+15
vs
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1125
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1081
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1011
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Player eAPM Actions Feudal Castle Imperial Opening
59 2,108 8:28 22:16 34:42 ⚔ Archer Rush
34 1,217 10:15 27:40 — ⚔ Archers into Skirms
32 1,129 9:08 20:59 — ⚔ Scout Rush
26 914 11:47 — — ⚔ Drush
23 833 9:36 25:25 — ⚔ Scout Rush
19 670 10:08 21:30 —

Resources

Player Food Wood Gold Stone Spent Collected
10,085 9,591 4,930 1,550 26,156 27,609
11,730 4,501 2,240 850 19,321 20,891
8,205 4,824 2,460 265 15,754 19,336
6,000 5,537 1,040 0 12,577 14,173
5,255 4,389 1,500 655 11,799 12,332
4,590 5,075 765 100 10,530 11,634
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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