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Arabia

512875752Analyzed
4v4 RM · 9d ago on Oct 11, 2026· 19m 0s· 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
🇦🇺 Shu · Australia
1611
+13
🇦🇺 Varangians · Australia
1592
+14
🇦🇺 Franks · Australia
1521
+17
🇦🇺 Ethiopians · Australia
1516
+17
vs
🇳🇱 Khmer · Netherlands
1614
-19
🇦🇹 Franks · Austria
1518
-14
🇲🇽 Magyars · Mexico
1512
-14
🇧🇪 Tupi · Belgium
1505
-14
Player eAPM Actions Feudal Castle Imperial Opening
64 1,208 8:51 — — ⚔ Scout Rush
63 1,190 8:49 — — ⚔ Archer Rush
63 1,190 8:48 — — ⚔ Archer Rush
56 1,068 8:56 — — ⚔ Scout Rush
49 931 9:08 — — ⚔ Scout Rush
45 861 9:07 — — ⚔ Scout Rush
43 809 8:47 — — ⚔ Archer Rush
40 757 8:56 — — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,625 2,749 150 0 7,524 7,578
2,800 3,173 1,315 0 7,288 8,075
4,275 2,404 250 0 6,929 7,264
3,880 2,979 50 0 6,909 7,235
3,820 2,456 50 0 6,326 6,633
2,200 2,206 1,270 0 5,676 6,556
2,185 2,131 775 125 5,216 5,311
2,475 1,863 140 125 4,603 4,445
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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