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QS Arena

503232896Analyzed
4v4 RM · 4d ago on Aug 30, 2026· 47m 40s· 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 · China
1561
+15
🇨🇳 Cumans · China
1509
+17
🇨🇳 Vietnamese · China
1489
+18
🇨🇳 Britons · China
1472
+19
🇨🇱 Persians · Chile
1648
-22
🇪🇪 Khmer · Estonia
1549
-18
🇨🇱 Dravidians · Chile
1480
-15
🇫🇷 Chinese · France
1460
-14
Player eAPM Actions Feudal Castle Imperial Opening
一根大香蕉 Vietnamese
61 2,906 8:13 11:56 30:12 ⛏ Fast Castle
Ancalagon14 Persians
61 2,915 9:06 12:30 32:11 ⛏ Fast Castle
[MGG] JP Dravidians
54 2,574 9:28 13:02 30:11 ⛏ Fast Castle
Game Sun Britons
48 2,294 8:09 11:47 25:39 ⛏ Fast Castle
Modjo Chinese
43 2,047 8:30 13:30 28:37 ⛏ Fast Castle
Bz_UavK Spanish
37 1,780 8:23 12:04 29:43 ⛏ Fast Castle
37 1,779 6:30 17:18 33:06 ⛏ Fast Castle
Artacus Khmer
32 1,522 8:23 11:08 29:19 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
47,180 17,565 16,585 1,285 82,615 87,311
39,385 20,150 19,890 2,555 81,980 84,229
36,460 20,290 17,675 200 74,625 88,823
25,395 30,360 12,385 1,915 70,055 72,925
27,705 28,990 8,820 1,500 67,015 77,626
29,195 15,485 15,770 5,150 65,600 70,410
23,360 21,135 15,050 2,280 61,825 72,128
19,040 17,075 4,810 2,195 43,120 44,319
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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