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Arabia

507200461Analyzed
4v4 RM · 1mo ago on Sep 17, 2026· 36m 10s· 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
84 3,042 8:33 24:33 — ⚔ Scout Rush
54 1,957 9:29 22:33 — ⚔ Scout Rush
42 1,503 9:27 26:04 — ⚔ Scout Rush
42 1,530 9:49 24:57 — ⚔ Archer Rush
41 1,469 9:25 24:09 — ⚔ Scout Rush
36 1,317 10:02 25:01 — ⚔ Archer Rush
33 1,187 9:47 24:02 — ⚔ Archer Rush
24 883 9:27 27:17 — ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
16,050 5,770 5,970 200 27,990 28,008
14,625 4,766 5,370 200 24,961 26,878
5,510 7,830 7,475 0 20,815 22,522
11,235 4,866 3,700 20 19,821 21,167
7,325 7,356 4,910 155 19,746 19,663
6,775 6,975 5,270 225 19,245 19,902
6,805 6,819 3,515 100 17,239 20,020
8,410 3,909 2,375 325 15,019 16,210
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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