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Arabia

507150632Analyzed
4v4 RM · 14d ago on Sep 16, 2026· 39m 15s· 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
87 3,402 8:57 22:45 34:50 ⚔ Archer Rush
66 2,600 8:56 23:10 — ⚔ Scout Rush
53 2,080 8:45 24:55 — ⚔ Scout Rush
49 1,923 9:26 30:51 — ⚔ Archer Rush
46 1,796 9:23 23:22 — ⚔ Archer Rush
44 1,722 9:10 22:57 — ⚔ Scout Rush
44 1,735 8:56 27:17 — ⚔ Archers into Skirms
33 1,281 9:21 22:07 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
14,970 9,522 5,675 400 30,567 32,378
9,530 12,082 8,210 205 30,027 30,992
14,375 8,148 5,470 965 28,958 29,792
12,850 7,683 4,030 200 24,763 26,995
11,845 5,849 4,795 300 22,789 25,766
6,750 7,922 5,985 325 20,982 21,435
6,700 6,125 3,785 325 16,935 17,447
4,905 6,491 4,775 100 16,271 16,724
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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