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Arabia

509795098Analyzed
3v3 RM · 3d ago on Sep 28, 2026· 88m 54s· 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
23 2,076 11:33 29:28 44:36 ⚔ Scout Rush
21 1,860 12:41 25:03 46:45 ⚔ Scout Rush
18 1,633 13:40 31:06 35:04 ⚔ Scouts into Fast Imp
16 1,390 14:15 43:50 61:53 ⚔ Skirmisher Rush
16 1,430 14:18 21:28 39:04 ⛏ Fast Castle
15 1,291 10:52 17:28 34:50 ⚔ FC into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
46,005 27,641 31,855 3,510 109,011 126,639
29,275 31,483 22,875 2,525 86,158 120,910
32,045 22,340 17,440 7,730 79,555 111,497
27,405 23,235 25,865 2,900 79,405 103,438
33,410 22,725 15,450 1,500 73,085 82,433
33,350 11,940 15,430 2,340 63,060 98,987
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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