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Arabia

509727738Analyzed
4v4 RM · 3d ago on Sep 27, 2026· 63m 33s· 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
36 2,282 10:01 20:50 46:04 ⚔ Archer Rush
31 1,955 11:13 28:12 47:18 ⚔ Archer Rush
23 1,463 9:58 32:09 49:24
17 1,084 12:33 24:15 34:58 ⚔ Scout Rush
15 974 9:54 20:22 37:46 ⚔ Scout Rush
14 858 11:03 22:50 40:30
14 874 10:34 23:26 50:27 ⚔ Scout Rush
12 733 10:44 25:26 52:16 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
24,300 10,160 14,640 2,380 51,480 56,681
22,265 7,545 13,395 2,900 46,105 56,591
23,405 14,050 6,760 1,650 45,865 61,681
13,585 15,685 11,580 4,300 45,150 62,977
16,200 20,628 5,425 2,250 44,503 50,108
15,660 7,300 9,970 950 33,880 36,684
10,605 12,145 5,885 3,135 31,770 40,318
10,585 10,725 2,170 1,050 24,530 31,570
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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