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Arabia

510236031Analyzed
4v4 RM · 2d ago on Sep 30, 2026· 68m 27s· 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
57 3,915 10:55 16:26 38:12 ⛏ Fast Castle
52 3,580 10:12 23:26 51:24 ⚔ Archer Rush
45 3,072 9:46 19:47 32:52 ⚔ Scout Rush
42 2,845 14:00 17:56 54:05 ⛏ Fast Castle
33 2,290 11:13 18:26 36:33 ⛏ Fast Castle
31 2,117 9:32 24:31 — ⚔ M@A into Archers into Skirms
31 2,129 10:19 14:27 46:36 ⛏ Fast Castle
16 1,121 10:14 28:42 64:27 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
38,330 43,835 24,820 5,050 112,035 119,070
39,125 16,304 31,645 1,500 88,574 109,934
37,415 11,900 28,185 1,600 79,100 87,420
23,035 30,613 14,490 3,100 71,238 77,042
24,910 14,970 19,690 1,775 61,345 86,993
14,525 19,199 18,285 1,725 53,734 57,519
17,640 18,463 8,040 3,275 47,418 49,080
18,535 11,190 12,100 380 42,205 56,201
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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