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Arabia

509812816Analyzed
3v3 RM · 3d ago on Sep 28, 2026· 45m 56s· 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
63 2,889 9:01 22:34 34:03 ⚔ Archer Rush
51 2,324 9:00 21:13 42:12 ⚔ Scout Rush
49 2,250 9:02 24:37 39:26 ⚔ Archer Rush
44 2,016 8:46 24:29 40:24 ⚔ Scout Rush
42 1,949 9:19 23:47 — ⚔ Archer Rush
39 1,794 9:41 24:00 — ⚔ Scouts into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
23,035 10,095 9,050 1,080 43,260 43,629
18,065 10,065 8,945 1,050 38,125 41,955
10,900 12,811 11,325 870 35,906 37,719
9,850 12,119 11,465 950 34,384 37,204
8,120 12,892 1,775 1,495 24,282 28,039
6,910 8,918 6,265 260 22,353 22,487
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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