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Arabia

510005083Analyzed
4v4 RM · 3d ago on Sep 29, 2026· 32m 22s· 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
57 1,845 8:52 22:57 — ⚔ Scout Rush
55 1,768 9:19 25:25 — ⚔ Archer Rush
46 1,494 9:27 22:49 — ⚔ Scout Rush
39 1,265 9:23 27:00 — ⚔ Archer Rush
38 1,222 9:35 20:48 — ⚔ Scout Rush
37 1,191 8:54 24:58 — ⚔ Archer Rush
25 794 9:46 29:17 — ⚔ Archer Rush
24 788 11:29 32:07 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,100 9,546 6,630 225 23,501 24,128
9,175 6,866 3,425 350 19,816 20,223
6,400 7,195 5,100 0 18,695 18,708
9,195 3,954 3,125 100 16,374 18,086
7,840 4,420 2,750 200 15,210 15,748
4,815 4,678 2,885 100 12,478 12,290
4,925 4,283 2,615 250 12,073 12,246
4,300 3,265 275 185 8,025 9,663
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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