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Arabia

508707656Analyzed
3v3 RM · 8d ago on Sep 23, 2026· 43m 13s· 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
25 1,070 10:17 23:25 — ⚔ Scout Rush
23 1,001 9:33 19:55 36:19 ⛏ Fast Castle
18 796 13:20 22:31 — ⛏ Fast Castle
17 753 13:06 22:05 38:22 ⛏ Fast Castle
14 607 11:48 23:17 32:14 ⚔ Scout Rush
1 42 — — —

Resources

Player Food Wood Gold Stone Spent Collected
14,285 11,847 6,160 2,800 35,092 40,127
13,645 8,905 3,885 1,100 27,535 29,903
10,360 10,255 4,135 1,400 26,150 31,518
11,215 7,065 2,505 2,035 22,820 29,871
10,200 6,530 3,775 2,080 22,585 26,981
300 50 0 0 350 693
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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