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Arabia

503827331Analyzed
4v4 RM · 2mo ago on Sep 2, 2026· 72m 51s· 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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734
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724
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719
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vs
🇵🇱 Wu · Poland
730
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623
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Player eAPM Actions Feudal Castle Imperial Opening
37 2,715 12:45 19:36 34:20 ⛏ Fast Castle
28 2,072 12:37 18:37 32:22 ⛏ Fast Castle
23 1,706 12:04 18:41 34:36 ⛏ Fast Castle
22 1,591 10:43 19:07 36:26 ⛏ Fast Castle
22 1,637 10:17 16:45 33:06 ⛏ Fast Castle
15 1,066 11:45 26:38 — ⛏ Fast Castle
12 874 11:43 26:52 45:31
7 490 10:03 21:28 37:23 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
39,230 21,780 16,995 4,500 82,505 110,608
31,690 29,910 15,050 2,800 79,450 109,096
12,150 26,880 23,265 6,610 68,905 84,160
28,900 16,372 15,375 2,620 63,267 75,191
20,425 9,516 15,350 3,645 48,936 53,071
12,695 13,885 13,655 3,350 43,585 52,259
13,030 4,325 3,890 2,440 23,685 26,999
8,275 6,261 4,010 1,450 19,996 24,267
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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