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Arabia

509802041Analyzed
3v3 RM · 4d ago on Sep 28, 2026· 44m 40s· 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
29 1,284 12:24 24:32 41:45 ⛏ Fast Castle
21 943 10:38 18:34 41:37 ⛏ Fast Castle
15 665 13:46 33:49 —
12 551 11:48 27:34 — ⚔ Scout Rush
9 424 16:50 21:58 — ⚔ Scouts into Archers
0 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
17,770 14,408 6,595 2,310 41,083 49,439
10,410 6,798 5,160 1,645 24,013 30,942
10,850 8,665 2,105 1,900 23,520 25,639
6,680 5,489 1,895 805 14,869 17,811
6,045 4,605 2,550 755 13,955 19,242
0 0 0 0 0 0
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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