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Arabia

510218834Analyzed
4v4 RM · 10h ago on Sep 30, 2026· 76m 31s· 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
29 2,231 11:49 19:37 54:46 ⛏ Fast Castle
27 2,078 12:32 21:11 40:13 ⚔ FC into Scouts
26 1,997 11:16 20:34 36:17 ⛏ Fast Castle
19 1,433 11:21 21:14 45:16 ⚔ Archer Rush
19 1,438 13:22 22:12 41:14
19 1,478 10:51 17:42 38:06 ⛏ Fast Castle
19 1,420 10:48 19:55 35:44 ⛏ Fast Castle
9 719 10:22 19:26 27:33 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
27,120 20,282 17,730 1,785 66,917 91,129
31,435 19,086 14,235 1,195 65,951 87,939
25,060 16,820 12,875 6,630 61,385 66,874
11,000 25,705 16,410 3,450 56,565 57,945
21,920 14,230 11,265 2,250 49,665 66,598
18,255 7,595 14,195 1,400 41,445 48,201
17,295 12,319 8,585 3,100 41,299 66,607
14,425 9,135 7,470 3,075 34,105 40,684
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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