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Arabia

503231490Analyzed
4v4 RM · 9d ago on Aug 30, 2026· 60m 25s· 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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Player eAPM Actions Feudal Castle Imperial Opening
35 2,127 11:32 24:26 37:45 ⚔ Archers into Skirms
23 1,413 11:40 21:44 ⛏ Fast Castle
18 1,102 13:26 27:13 55:51 ⚔ Drush into Skirms
16 950 14:38 18:47 35:37 ⛏ Fast Castle
14 876 10:06 21:03 41:46 ⚔ Archer Rush
12 706 16:10 22:55 38:26 ⛏ Fast Castle
12 726 12:27 50:30 59:26 ⚔ Skirmisher Rush
10 599 13:25 20:58 37:29 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
34,085 14,858 26,095 3,640 78,678 119,113
16,465 29,690 19,930 1,695 67,780 75,602
26,200 20,808 15,415 3,215 65,638 68,717
16,735 19,595 15,980 4,200 56,510 77,913
14,040 13,280 13,730 2,900 43,950 54,817
17,525 9,704 7,500 2,600 37,329 37,536
11,895 10,991 4,055 3,250 30,191 32,020
8,505 7,200 1,720 1,055 18,480 23,780
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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