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Arabia

510458785Analyzed
4v4 RM · 2d ago on Oct 1, 2026· 28m 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
🇺🇸 Hindustanis · United States
1507
+12
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1442
+14
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1401
+16
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1382
+17
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1411
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1410
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🇲🇽 Ethiopians · Mexico
1372
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Player eAPM Actions Feudal Castle Imperial Opening
73 2,061 8:55 22:33 — ⚔ M@A into Archers
53 1,506 8:51 25:05 — ⚔ Scout Rush
50 1,424 8:27 21:37 — ⚔ Scout Rush
48 1,356 9:46 26:49 — ⚔ Archer Rush
46 1,296 9:06 24:02 — ⚔ Scout Rush
42 1,195 8:57 23:15 — ⚔ Scout Rush
27 770 9:37 24:33 — ⚔ Archer Rush
24 692 9:01 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
9,250 5,057 2,780 200 17,287 16,991
9,960 4,865 2,050 100 16,975 17,973
8,325 4,904 2,325 200 15,754 15,668
10,150 3,429 1,830 125 15,534 16,903
7,970 3,775 1,445 100 13,290 13,750
5,580 4,397 2,845 100 12,922 13,109
4,415 4,304 2,165 125 11,009 11,606
4,495 3,856 1,965 125 10,441 11,434
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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