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Arabia

510325405Analyzed
4v4 RM · 6h ago on Sep 30, 2026· 24m 59s· 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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1234
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1201
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1199
+15
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1161
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1213
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1160
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🇨🇳 Malay · China
1154
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🇵🇱 Mapuche · Poland
1148
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Player eAPM Actions Feudal Castle Imperial Opening
58 1,451 8:32 23:11 — ⚔ Archer Rush
57 1,419 8:43 20:45 — ⚔ Scout Rush
47 1,183 8:42 22:44 — ⚔ Skirms into Archers
39 986 9:11 22:53 — ⚔ Scout Rush
38 940 9:48 24:48 — ⚔ M@A Rush
31 774 12:36 24:46 — ⚔ Scout Rush
31 771 10:45 — — ⚔ Archer Rush
24 611 10:38 15:31 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,095 4,705 630 200 12,630 14,823
6,120 4,204 1,535 200 12,059 12,726
5,175 4,600 2,180 0 11,955 12,375
6,630 3,913 350 0 10,893 14,942
5,395 3,462 995 200 10,052 11,387
4,700 3,610 760 100 9,170 10,406
5,175 3,084 855 0 9,114 11,202
3,050 2,765 320 65 6,200 6,718
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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