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Arabia

510660735Analyzed
4v4 RM · 5h ago on Oct 2, 2026· 15m 37s· 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
🇲🇽 Huns · Mexico
632
+15
🇲🇽 Sicilians · Mexico
627
+15
🇲🇽 Khmer · Mexico
609
+16
586
+17
🇲🇽 Britons · Mexico
651
-17
🇧🇷 Wu · Brazil
648
-17
642
-17
🇺🇸 Chinese · United States
505
-12
Player eAPM Actions Feudal Castle Imperial Opening
36 570 15:02 — —
26 413 15:10 — —
23 358 12:56 — —
22 348 11:48 — —
13 208 10:30 14:19 — ⛏ Fast Castle
12 180 12:28 — —
4 69 13:56 — —
1 9 — — —

Resources

Player Food Wood Gold Stone Spent Collected
2,725 1,655 200 200 4,780 5,191
2,525 1,528 50 175 4,278 5,143
2,350 1,595 0 0 3,945 4,654
2,000 1,653 50 175 3,878 4,265
1,400 2,170 0 0 3,570 4,553
2,300 350 50 0 2,700 3,666
1,450 605 0 0 2,055 3,194
0 0 0 0 0 0
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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