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Arabia

510591661Analyzed
4v4 RM · 15h ago on Oct 1, 2026· 30m 23s· 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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1330
+12
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1301
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1295
+14
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1206
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1256
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1255
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1243
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1225
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Player eAPM Actions Feudal Castle Imperial Opening
55 1,667 8:55 26:11 — ⚔ Archer Rush
41 1,239 9:19 24:24 — ⚔ Scout Rush
36 1,096 9:19 20:40 — ⚔ Scout Rush
33 1,000 9:07 21:48 — ⚔ Skirmisher Rush
32 980 9:51 20:48 — ⚔ Scout Rush
32 977 10:11 14:21 — ⛏ Fast Castle
30 902 8:44 21:24 — ⚔ Scout Rush
29 882 8:52 23:35 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
10,660 5,206 5,020 200 21,086 21,727
8,930 6,288 2,480 100 17,798 18,522
9,835 5,546 1,910 100 17,391 18,682
8,435 6,384 2,195 200 17,214 17,227
8,365 4,260 2,845 200 15,670 16,524
7,815 3,978 1,675 850 14,318 15,659
5,025 4,898 2,390 0 12,313 13,424
6,945 4,044 460 275 11,724 12,201
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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