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Arena

510503221Analyzed
4v4 RM · 9h ago on Oct 1, 2026· 17m 7s· 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
🇹🇼 Romans · Taiwan
2047
+7
🇹🇼 Danes · Taiwan
1961
+9
🇹🇼 Khmer · Taiwan
1955
+9
🇹🇼 Bohemians · Taiwan
1849
+13
🇦🇷 Malay · Argentina
1837
-11
🇩🇪 Danes · Germany
1825
-10
🇫🇷 Slavs · France
1824
-10
1720
-7
Player eAPM Actions Feudal Castle Imperial Opening
66 1,127 9:07 12:42 — ⛏ Fast Castle
57 979 7:48 — — ⚔ Tower Rush
52 890 10:09 13:42 — ⚔ FC into Scouts
47 809 9:24 13:35 — ⛏ Fast Castle
44 755 11:19 15:25 — ⛏ Fast Castle
44 754 10:31 14:04 — ⛏ Fast Castle
36 616 10:25 14:36 — ⛏ Fast Castle
31 534 10:50 14:33 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,150 2,625 1,225 0 7,000 6,828
3,625 2,740 200 200 6,765 6,760
3,350 2,460 665 200 6,675 6,358
3,900 2,340 200 200 6,640 6,786
3,715 1,820 575 100 6,210 6,214
3,275 2,169 655 0 6,099 6,270
2,925 2,090 385 325 5,725 6,200
2,500 1,775 50 515 4,840 5,643
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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