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Arabia

503759966Analyzed
4v4 RM · 8d ago on Sep 2, 2026· 32m 45s· 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
🇨🇳 Khmer · China
1098
+12
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1064
+14
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1043
+15
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1034
+15
🇲🇽 Georgians · Mexico
1112
-18
🇨🇱 Teutons · Chile
1010
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🇦🇷 Aztecs · Argentina
994
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🇲🇽 Franks · Mexico
932
-10
Player eAPM Actions Feudal Castle Imperial Opening
35 1,130 9:26 27:39 ⚔ M@A into Archers into Towers
31 1,001 11:32 23:49 ⚔ Scout Rush
30 971 9:36 25:03 ⚔ Archer Rush
29 954 10:22 ⚔ Scout Rush
22 729 12:58 17:55 32:41 ⛏ Fast Castle
21 698 12:00 20:28 ⚔ FC into Scouts
20 659 11:46 24:14
13 442 12:39 18:49 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
10,510 4,878 3,450 200 19,038 19,746
7,850 4,873 2,475 1,500 16,698 18,415
6,955 5,699 2,605 200 15,459 17,290
7,665 4,855 1,925 585 15,030 17,571
7,230 4,495 1,675 950 14,350 17,009
4,145 3,738 1,555 410 9,848 10,564
5,210 3,559 200 350 9,319 10,484
5,295 2,228 530 775 8,828 8,448
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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