Unity Rewarded ads eCPM less than 2 dollars ! Why ?

I know that we need to wait for 5k rewarded ads impressions for unity servers to adjust the revenue system.But now my game has displayed over 9k rewarded ads and the eCPM is less than 2$.On some days it is even 0$.The rewarded ads are displayed all over the world in all tiers.Yet the eCPM is so less.I have added two ad networks inside the game → admobs and unity ads.I have coded in such a way that both networks display the rewarded ads alternatively. So at the end of the day same number of ads are shown on both the networks. So after a month admobs has accrued around 50$(daily average 1.5$) while unity ads has just accrued around 10$(daily average 0.3$). Is this behaviour of unity ad network normal ? Should I wait for some more time or should i change my ad network to Facebook ads instead ? And why is the request colum 0 for rewarded ads ? Is there some error in my code. The only way to request a rewarded ad is → “Advertisement.IsReady(myPlacementId)”…I don’t know guys Unity ads is wierd ! I have uploaded a few screenshots of my report.
I have only put rewarded ads inside the project…So the report below is of rewarded ads only


Please tell me why the hell are the requests zero ->>>>

@rahulnaik9010
Each ad network will likely have different results because they all have different ad inventory in different countries. This is one of the reasons why some developers choose to implement Mediation.

The idea is to set up multiple ad networks (like you did in your app) and give the request to each in an order you can determine dynamically. If the first network does not have an ad, give the request to the next network and so on.

Our documentation has more information about our mediation partners:
https://unityads.unity3d.com/help/resources/mediation

This should probably be a “-” and not a “0”. There are certain metrics we can’t break out by placement ID, such as Requests and Fill Rate. We are hoping to make improvements to that this year.