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Arabia

503039933Analyzed
4v4 RM · 11d ago on Aug 30, 2026· 17m 1s· 8 players
Game mode
Random Map
Map size
Large (8 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
🇦🇷 Spanish · Argentina
896
+10
🇨🇴 Khmer · Colombia
815
+4
🇦🇷 Franks · Argentina
683
+8
🇦🇷 Persians · Argentina
679
+11
🇨🇳 Mongols · China
690
-12
🇲🇽 Persians · Mexico
489
-5
🇲🇽 Aztecs · Mexico
453
-4
🇹🇷 Magyars · Türkiye
193
-1
Player eAPM Actions Feudal Castle Imperial Opening
21 356 12:36 15:50 ⛏ Fast Castle
20 338 11:54 ⛏ Fast Castle
19 331 11:27 ⚔ Scout Rush
16 279 10:59
12 209 16:23
12 203 11:07
12 212 13:26
7 122

Resources

Player Food Wood Gold Stone Spent Collected
3,275 1,595 250 0 5,120 5,817
2,970 1,575 410 0 4,955 4,969
2,980 1,412 0 0 4,392 5,332
2,225 1,875 50 0 4,150 4,684
2,900 1,170 50 0 4,120 5,348
2,075 1,755 50 125 4,005 5,338
2,450 1,418 0 0 3,868 4,487
1,700 525 0 0 2,225 3,601
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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