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Arabia

503677563Analyzed
4v4 RM · 7d ago on Sep 1, 2026· 55m 27s· 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
45 2,506 10:04 17:44 30:44 ⛏ Fast Castle
27 1,518 11:07 24:21 36:59 ⛏ Fast Castle
18 1,019 9:48 20:39 35:07
16 915 12:12 20:26 43:22 ⚔ FC into Archers
14 798 12:00 19:25 40:24 ⛏ Fast Castle
13 694 10:34 22:39 40:29 ⛏ Fast Castle
12 674 12:55 20:30 51:20 ⛏ Fast Castle
7 386 12:31 23:59 42:31 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
27,100 24,288 14,630 3,000 69,018 86,529
25,450 19,370 14,915 3,130 62,865 78,704
24,840 12,463 10,755 3,100 51,158 81,765
20,355 8,640 7,140 2,980 39,115 52,731
16,035 8,380 5,815 4,100 34,330 40,427
10,845 9,040 7,210 6,190 33,285 38,289
13,445 6,786 5,855 3,600 29,686 35,920
12,985 4,250 7,160 825 25,220 31,283
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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