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Arabia

510472393Analyzed
3v3 RM · 4h ago on Oct 1, 2026· 56m 0s· 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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692
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897
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Player eAPM Actions Feudal Castle Imperial Opening
47 2,618 9:58 19:07 35:20 ⚔ Archer Rush
26 1,454 11:27 27:10 42:30 ⛏ Fast Castle
20 1,142 10:09 24:40 — ⛏ Fast Castle
20 1,133 10:11 16:19 33:50 ⛏ Fast Castle
17 937 10:15 19:16 27:33 ⛏ Fast Castle
17 925 13:19 26:39 47:39 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
20,555 18,410 13,800 5,695 58,460 61,847
25,310 12,650 14,725 2,820 55,505 64,732
20,380 21,255 11,250 2,155 55,040 70,435
16,590 13,696 7,000 1,945 39,231 53,503
16,755 10,656 6,170 1,600 35,181 41,587
9,900 12,900 4,515 2,900 30,215 32,272
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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