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Arabia

503304085Analyzed
4v4 RM · 10d ago on Aug 31, 2026· 40m 37s· 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
63 2,541 8:49 23:06 39:37 ⚔ Archer Rush
57 2,330 10:45 26:18 ⚔ Archer Rush
49 1,977 9:17 23:19 ⚔ Scout Rush
47 1,910 9:04 25:04 ⚔ Archer Rush
41 1,686 10:04 38:13 ⚔ Archers into Skirms
35 1,405 9:41 22:57 ⚔ Scout Rush
33 1,322 15:09 19:14 ⛏ Fast Castle
29 1,164 9:36 21:57 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
16,485 8,561 7,770 1,600 34,416 35,973
10,700 12,529 8,520 230 31,979 34,519
9,900 11,911 8,880 355 31,046 32,962
14,935 6,655 5,465 1,610 28,665 30,304
13,380 7,255 6,095 850 27,580 31,991
9,000 9,398 7,430 325 26,153 29,542
6,565 6,512 2,800 520 16,397 17,609
8,120 4,572 2,705 750 16,147 16,293
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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