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Arabia

510011397Analyzed
4v4 RM · 3d ago on Sep 29, 2026· 39m 58s· 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
55 2,212 12:33 25:56 — ⚔ Archer Rush
49 1,975 10:40 21:35 — ⚔ Scout Rush
46 1,852 9:11 23:58 — ⚔ Scout Rush
40 1,581 9:15 25:19 — ⚔ Archer Rush
37 1,485 9:46 23:47 — ⚔ Archer Rush
30 1,203 9:46 24:24 — ⚔ Scout Rush
30 1,214 9:26 25:09 37:49 ⚔ Scout Rush
25 1,004 10:10 18:51 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
17,290 7,845 7,845 850 33,830 38,449
15,010 8,555 6,720 305 30,590 31,328
10,270 9,928 7,620 850 28,668 31,787
13,715 8,269 3,505 525 26,014 28,024
11,305 6,488 5,335 975 24,103 26,348
8,920 8,985 4,380 300 22,585 27,641
11,080 5,275 4,380 300 21,035 22,898
6,825 7,817 4,395 230 19,267 22,194
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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