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Arabia

508714588Analyzed
3v3 RM · 8d ago on Sep 23, 2026· 57m 21s· 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
22 1,263 11:34 28:26 46:38
21 1,180 10:18 23:15 48:10 ⚔ Scout Rush
17 979 10:50 27:43 32:46 ⛏ Fast Imperial
15 866 12:21 24:23 38:13
13 739 10:42 29:34 44:13 ⚔ Scout Rush
10 551 11:55 20:00 37:50 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
27,235 20,140 11,445 1,700 60,520 66,874
20,280 10,665 7,940 2,900 41,785 64,414
19,040 8,350 8,215 2,800 38,405 57,240
14,040 11,122 9,955 2,050 37,167 43,272
10,630 10,584 4,440 3,175 28,829 30,936
8,150 3,915 2,595 650 15,310 21,600
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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