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Arabia

503211087Analyzed
4v4 RM · 10d ago on Aug 30, 2026· 25m 51s· 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
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1338
+13
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1301
+15
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1260
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1239
+18
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1311
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1293
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1268
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1219
-13
Player eAPM Actions Feudal Castle Imperial Opening
54 1,409 9:53 24:50 ⚔ Archer Rush
52 1,333 9:17 24:07 ⚔ Scout Rush
48 1,238 9:56 ⚔ Archers into Skirms
47 1,203 9:41 ⚔ Scout Rush
40 1,047 10:26 24:23 ⚔ Archer Rush
31 813 9:11 20:30 ⚔ Scout Rush
29 760 9:36 ⚔ Archers into Skirms
28 731 9:32 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,705 4,421 670 0 13,796 14,845
7,550 3,641 1,700 120 13,011 13,564
5,600 4,705 2,560 0 12,865 13,806
7,365 3,580 370 0 11,315 12,954
4,105 3,979 1,980 0 10,064 11,841
3,875 3,657 2,390 0 9,922 10,718
5,455 3,668 350 175 9,648 12,794
2,935 4,145 1,310 125 8,515 9,259
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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