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Arabia

503316504Analyzed
3v3 RM · 10d ago on Aug 31, 2026· 45m 14s· 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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Player eAPM Actions Feudal Castle Imperial Opening
46 2,082 10:19 15:34 37:09 ⛏ Fast Castle
45 2,053 10:09 22:15 40:33 ⚔ Archer Rush
28 1,257 11:44 21:22 39:28 ⚔ Archers into Skirms
28 1,255 12:26 16:15 43:23 ⛏ Fast Castle
22 1,009 11:16 18:28 44:53 ⛏ Fast Castle
15 670 13:53 19:07 36:25 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
12,950 15,240 8,815 1,455 38,460 41,239
15,390 7,809 7,265 1,500 31,964 37,985
10,575 11,674 6,125 2,150 30,524 35,204
10,130 6,688 4,235 2,700 23,753 25,801
10,620 7,415 2,810 500 21,345 22,887
9,630 6,526 2,805 1,000 19,961 21,798
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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