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Arabia

507516440Analyzed
4v4 RM · 14d ago on Sep 18, 2026· 55m 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
🇻🇳 Bohemians · Vietnam
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743
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819
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🇧🇪 Britons · Belgium
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🇺🇸 Vietnamese · United States
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🇺🇸 Celts · United States
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Player eAPM Actions Feudal Castle Imperial Opening
45 2,511 12:09 18:52 49:46 ⚔ Archer Rush
37 2,058 12:04 22:14 37:45 ⛏ Fast Castle
22 1,215 11:35 21:06 34:18 ⛏ Fast Castle
17 973 13:15 25:49 40:10 ⛏ Fast Castle
16 890 10:06 17:04 40:25 ⛏ Fast Castle
11 634 12:45 29:33 — ⛏ Fast Castle
9 519 10:14 20:24 37:50 ⛏ Fast Castle
1 55 — — —

Resources

Player Food Wood Gold Stone Spent Collected
25,535 21,858 14,875 2,720 64,988 73,695
33,705 14,600 9,795 4,200 62,300 90,036
19,330 12,490 11,190 1,935 44,945 53,835
15,425 14,660 12,535 1,050 43,670 47,484
16,595 14,320 9,535 2,860 43,310 46,512
11,450 11,987 7,010 1,900 32,347 36,245
13,060 9,050 7,945 1,240 31,295 35,970
1,050 300 50 0 1,400 1,545
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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