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Arabia

506355679Analyzed
4v4 RM · 19d ago on Sep 13, 2026· 31m 6s· 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
🇩🇪 Ethiopians · Germany
1820
+15
🇭🇰 Khitans · Hong Kong SAR China
1756
+18
🇩🇪 Persians · Germany
1690
+20
🇹🇼 Khmer · Taiwan
1664
+21
🇹🇼 Britons · Taiwan
1922
-23
🇹🇼 Khmer · Taiwan
1865
-22
🇹🇼 Shu · Taiwan
1754
-17
🇹🇼 Magyars · Taiwan
1628
-12
Player eAPM Actions Feudal Castle Imperial Opening
76 2,365 8:50 25:39 — ⚔ Scout Rush
69 2,142 9:38 26:58 — ⚔ Archer Rush
68 2,111 8:52 24:18 — ⚔ Scout Rush
68 2,119 11:31 — —
64 2,002 9:24 22:47 — ⚔ Archer Rush
47 1,454 8:50 25:30 — ⚔ Scout Rush
46 1,440 20:48 — — ⚔ Tower Rush
43 1,349 8:55 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
6,675 8,179 4,965 300 20,119 20,052
12,420 4,720 2,090 100 19,330 19,895
11,465 4,454 1,110 100 17,129 17,222
10,205 5,169 1,145 100 16,619 17,316
5,625 5,981 4,640 320 16,566 17,338
4,425 2,614 50 800 7,889 9,039
4,415 2,579 50 125 7,169 7,437
3,385 2,829 50 100 6,364 7,015
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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