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Arabia

507337133Analyzed
3v3 RM · 15d ago on Sep 17, 2026· 64m 45s· 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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679
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642
+18
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638
+18
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870
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592
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569
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Player eAPM Actions Feudal Castle Imperial Opening
40 2,618 11:50 25:39 44:46 ⚔ Archers into Skirms
32 2,103 11:41 22:12 33:25 ⚔ FC into Archers
31 1,988 13:54 25:42 39:03 ⚔ Scout Rush
26 1,676 11:27 24:55 39:19
13 839 13:03 21:10 36:41 ⚔ Drush into Scouts
9 552 13:39 25:44 — ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
26,470 23,765 14,525 3,150 67,910 92,261
28,175 25,874 10,375 2,150 66,574 85,629
9,850 20,147 16,360 1,085 47,442 58,975
16,060 18,506 7,990 3,150 45,706 50,041
19,570 10,672 11,610 2,150 44,002 69,186
17,105 13,469 9,410 2,800 42,784 42,759
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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