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Arabia

510214713Analyzed
3v3 RM · 15h ago on Sep 30, 2026· 59m 2s· 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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1213
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Player eAPM Actions Feudal Castle Imperial Opening
49 2,918 9:04 21:15 41:51 ⚔ Scout Rush
48 2,839 9:10 20:57 46:01 ⚔ M@A into Skirms
39 2,287 10:16 28:32 50:48 ⚔ Scout Rush
39 2,320 9:14 24:26 43:44 ⚔ Scout Rush
29 1,709 9:35 25:34 54:44 ⚔ Archer Rush
19 1,124 10:22 22:06 43:11 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
45,240 12,325 38,560 4,850 100,975 105,340
43,030 18,216 14,290 3,175 78,711 82,610
25,710 20,817 11,765 3,855 62,147 65,034
22,360 13,418 20,160 2,355 58,293 59,184
28,195 10,753 14,870 2,930 56,748 61,386
21,690 15,768 9,235 2,645 49,338 49,727
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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