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Arabia

503923965Analyzed
3v3 RM · 6d ago on Sep 3, 2026· 78m 47s· 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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595
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Player eAPM Actions Feudal Castle Imperial Opening
33 2,601 9:36 23:28 41:04 ⚔ Archer Rush
22 1,733 10:22 19:38 34:32 ⚔ FC into Scouts
20 1,577 12:05 30:17 39:34 ⚔ Drush
18 1,391 12:45 67:46
17 1,376 10:56 38:04 60:51 ⚔ Tower Rush
14 1,068 10:15 31:21 56:13

Resources

Player Food Wood Gold Stone Spent Collected
24,645 23,569 14,080 2,350 64,644 72,115
35,515 13,775 13,625 1,705 64,620 70,109
29,470 16,889 15,575 2,230 64,164 72,844
23,100 18,260 15,005 2,250 58,615 62,572
28,085 11,630 10,160 4,850 54,725 61,501
20,435 13,620 3,530 1,725 39,310 43,215
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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