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Arabia

503277092Analyzed
4v4 RM · 10d ago on Aug 30, 2026· 41m 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
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Player eAPM Actions Feudal Castle Imperial Opening
30 1,268 10:02 22:19 41:22 ⚔ Archer Rush
30 1,231 9:19 22:41 34:55 ⚔ Scout Rush
26 1,063 14:36 22:14 ⛏ Fast Castle
25 1,021 11:10 19:22 34:41 ⛏ Fast Castle
25 1,056 11:08 21:59 41:34 ⚔ Archers into Skirms
19 787 10:21 20:41 41:08 ⛏ Fast Castle
14 578 11:21 17:19 36:05 ⛏ Fast Castle
12 520 10:23 20:16 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
18,075 9,724 3,250 955 32,004 34,607
12,850 9,645 4,305 1,350 28,150 32,827
8,700 11,762 4,445 3,005 27,912 30,221
12,125 6,504 7,870 850 27,349 31,335
10,930 7,800 5,845 1,545 26,120 29,096
8,750 8,490 6,330 100 23,670 28,185
10,015 7,905 3,475 875 22,270 23,346
4,225 3,530 250 1,500 9,505 10,497
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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