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Arabia

503299125Analyzed
4v4 RM · 2d ago on Aug 31, 2026· 43m 47s· 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
39 1,713 12:35 15:37 ⛏ Fast Castle
Euron Ethiopians
38 1,668 10:03 26:02 38:10 ⚔ Archer Rush
37 1,617 9:23 23:39 ⚔ Archer Rush
33 1,454 11:35 22:24 42:45 ⚔ Archer Rush
23 1,022 10:03 21:46 ⚔ Scout Rush
auuuustyn Persians
20 886 8:43 22:04 39:10 ⚔ Scout Rush
18 779 12:49 17:33 32:38
16 704 12:29 30:56

Resources

Player Food Wood Gold Stone Spent Collected
22,685 11,900 8,655 1,700 44,940 50,709
19,235 14,750 4,330 3,110 41,425 46,042
13,530 9,905 8,230 1,505 33,170 33,796
11,125 12,966 6,015 1,050 31,156 33,769
14,625 8,670 5,845 1,585 30,725 33,043
10,175 8,219 6,470 1,400 26,264 28,035
10,575 8,375 2,615 1,100 22,665 27,521
7,415 3,750 1,265 1,000 13,430 16,281
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, with civ discounts not modelled. Collected adds what was still banked at the end: 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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