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Arabia

508993322Analyzed
3v3 RM · 7d ago on Sep 25, 2026· 53m 3s· 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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821
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713
-8
Player eAPM Actions Feudal Castle Imperial Opening
44 2,361 10:33 22:35 46:33 ⚔ Scout Rush
29 1,551 10:21 24:43 40:23 ⚔ Archer Rush
27 1,447 11:36 17:12 42:33 ⛏ Fast Castle
22 1,185 15:49 26:03 — ⚔ FC into Archers
17 896 10:08 22:34 — ⚔ Scout Rush
13 699 10:17 26:18 45:36 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
13,680 15,062 7,945 2,355 39,042 62,342
19,395 7,316 9,165 1,500 37,376 47,110
15,195 10,637 6,370 1,580 33,782 38,981
9,480 9,300 3,205 1,945 23,930 25,484
9,245 5,117 2,715 1,695 18,772 25,948
7,765 7,411 1,115 1,785 18,076 18,118
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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