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Arabia

514533168Analyzed
4v4 RM · 16d ago on Oct 18, 2026· 47m 5s· 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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1265
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vs
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1261
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1193
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Player eAPM Actions Feudal Castle Imperial Opening
62 2,920 9:21 25:20 — ⚔ Scout Rush
51 2,411 9:14 27:21 — ⚔ Archer Rush
46 2,160 9:08 25:09 45:29 ⚔ Champi Rush
42 1,955 9:25 23:49 — ⚔ Scout Rush
40 1,879 10:42 20:25 41:10 ⚔ Archer Rush
39 1,858 11:09 32:18 — ⚔ M@A into Skirms
39 1,815 9:27 25:36 43:45 ⚔ Archer Rush
39 1,841 10:01 23:31 41:50 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,930 7,767 15,120 200 46,017 61,475
15,025 14,578 11,715 1,500 42,818 45,702
15,365 11,890 8,725 1,500 37,480 42,320
19,745 9,630 5,425 1,865 36,665 37,707
17,885 8,451 6,565 800 33,701 34,415
9,200 11,798 8,470 1,700 31,168 32,401
18,025 6,792 5,590 500 30,907 34,488
10,605 8,979 1,235 1,200 22,019 23,092
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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