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Arabia

510466305Analyzed
3v3 RM · 9h ago on Oct 1, 2026· 53m 28s· 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
47 2,487 9:35 23:23 40:54 ⚔ M@A into Archers into Skirms
38 2,055 10:56 16:44 38:23 ⚔ FC into Scouts
38 2,039 13:54 24:58 45:41 ⚔ FC into Scouts
30 1,626 9:15 28:40 — ⚔ Scout Rush
29 1,526 11:24 27:40 — ⚔ M@A Rush
27 1,439 11:39 19:35 42:56 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
13,590 21,280 13,485 3,925 52,280 62,521
15,995 15,475 8,060 1,540 41,070 45,574
18,660 8,902 10,745 2,335 40,642 49,690
20,520 7,318 9,685 1,500 39,023 44,752
13,990 13,627 3,885 2,075 33,577 36,982
7,250 5,992 1,160 225 14,627 15,413
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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