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Arabia

507452856Analyzed
4v4 RM · 14d ago on Sep 18, 2026· 26m 42s· 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
74 1,983 8:58 22:22 — ⚔ Scout Rush
72 1,929 9:03 23:21 — ⚔ Archer Rush
63 1,682 8:50 25:34 — ⚔ Scout Rush
62 1,659 9:12 24:21 — ⚔ Scout Rush
52 1,402 9:39 21:50 — ⚔ Archer Rush
51 1,353 8:50 26:30 — ⚔ Scout Rush
41 1,090 9:09 24:57 — ⚔ Archer Rush
36 966 8:56 26:42 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,825 5,799 3,345 0 14,969 15,938
8,380 4,588 1,075 365 14,408 14,574
8,120 4,685 1,495 100 14,400 14,848
8,250 3,543 350 500 12,643 14,901
7,780 3,879 350 0 12,009 13,365
4,800 4,637 2,430 100 11,967 12,520
4,325 5,071 2,415 135 11,946 12,265
3,885 4,511 3,360 125 11,881 13,303
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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