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Arabia

503942189Analyzed
4v4 RM · 2mo ago on Sep 3, 2026· 38m 49s· 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
🇦🇷 Lithuanians · Argentina
1075
+15
🇦🇷 Britons · Argentina
1063
+15
1055
+16
🇦🇷 Ethiopians · Argentina
1025
+17
vs
🇦🇷 Khmer · Argentina
1077
-16
🇦🇷 Vikings · Argentina
1071
-17
🇺🇸 Maya · United States
1050
-16
🇦🇷 Koreans · Argentina
1003
-14
Player eAPM Actions Feudal Castle Imperial Opening
59 2,292 9:48 24:12 — ⚔ Archer Rush
48 1,866 10:26 16:15 — ⛏ Fast Castle
43 1,662 9:06 24:35 — ⚔ Scout Rush
38 1,466 10:27 23:32 — ⚔ Drush into Skirms
31 1,194 9:14 23:28 — ⚔ Scout Rush
26 993 10:27 26:04 — ⚔ Scout Rush
17 673 11:31 — —
6 216 11:12 — —

Resources

Player Food Wood Gold Stone Spent Collected
14,490 6,115 7,995 100 28,700 30,364
8,850 10,262 5,685 750 25,547 28,974
11,255 6,534 2,645 200 20,634 23,779
2,400 9,997 3,740 650 16,787 16,754
8,205 4,305 835 200 13,545 14,480
5,270 5,290 765 1,210 12,535 15,106
3,695 3,339 615 95 7,744 8,798
1,700 1,292 0 0 2,992 3,386
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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