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Arabia

506361660Analyzed
4v4 RM · 19d ago on Sep 13, 2026· 23m 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 · Taiwan
1998
+6
🇹🇼 Britons · Taiwan
1899
+8
🇹🇼 Khmer · Taiwan
1843
+10
🇹🇼 Franks · Taiwan
1737
+14
🇦🇹 Franks · Austria
1766
-11
🇨🇳 Mongols · China
1756
-11
🇨🇳 Slavs · China
1680
-8
🇦🇺 Ethiopians · Australia
1674
-8
Player eAPM Actions Feudal Castle Imperial Opening
114 2,645 8:49 22:02 — ⚔ Scout Rush
76 1,749 8:57 21:26 — ⚔ Archer Rush
75 1,743 8:52 — — ⚔ Scout Rush
70 1,619 8:33 — — ⚔ Scout Rush
58 1,348 8:28 22:34 — ⚔ Archer Rush
54 1,240 8:42 — — ⚔ Archer Rush
53 1,231 8:49 — — ⚔ Scout Rush
53 1,218 8:44 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,650 4,561 2,840 100 12,151 12,261
6,435 3,575 825 200 11,035 11,121
6,760 4,050 150 0 10,960 11,436
4,325 3,872 2,570 0 10,767 11,176
6,665 3,452 350 125 10,592 11,036
6,750 3,432 50 0 10,232 10,704
4,645 3,862 1,650 0 10,157 12,077
2,955 3,791 2,440 125 9,311 9,341
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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