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Arabia

507893500Analyzed
3v3 RM · 11d ago on Sep 20, 2026· 59m 47s· 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
49 2,949 13:04 19:46 47:53
30 1,772 11:28 27:41 — ⚔ Archer Rush
24 1,447 11:49 18:12 37:31 ⛏ Fast Castle
23 1,376 10:16 21:54 43:03 ⚔ Champis into Skirms
23 1,350 10:26 22:37 49:04 ⚔ Scout Rush
8 457 11:27 30:45 39:43 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
15,925 16,896 11,550 4,170 48,541 63,873
24,575 9,805 7,805 1,500 43,685 59,527
16,025 10,225 11,070 6,280 43,600 55,206
16,255 11,911 6,810 2,450 37,426 49,405
12,490 9,291 5,310 1,895 28,986 33,991
9,305 8,932 2,620 1,195 22,052 26,462
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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