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Arabia

503269039Analyzed
4v4 RM · 9d ago on Aug 30, 2026· 39m 56s· 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
47 1,859 12:43 20:12 35:42 ⚔ FC into Archers
30 1,211 10:07 20:09 ⛏ Fast Castle
29 1,158 11:03 20:23 31:29 ⛏ Fast Castle
21 822 11:29 17:34 35:17 ⛏ Fast Castle
21 838 10:27 18:30 ⛏ Fast Castle
19 742 11:56 16:55 39:33 ⛏ Fast Castle
17 691 10:42 23:13 37:22 ⛏ Fast Castle
15 595 10:38 19:55 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
16,390 8,995 4,305 1,050 30,740 35,623
13,835 10,575 3,410 1,345 29,165 33,656
12,350 6,940 1,150 6,350 26,790 30,623
11,180 9,225 5,395 380 26,180 32,145
10,625 9,316 5,315 0 25,256 28,959
9,275 7,659 3,960 2,150 23,044 27,466
10,910 7,523 3,190 1,400 23,023 24,683
10,155 6,281 3,870 1,165 21,471 27,136
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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