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Arabia

508239337Analyzed
4v4 RM · 10d ago on Sep 21, 2026· 25m 6s· 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
1633
+10
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Player eAPM Actions Feudal Castle Imperial Opening
76 1,902 8:49 — — ⚔ Scout Rush
75 1,896 8:54 24:15 — ⚔ Archer Rush
59 1,470 9:24 23:54 — ⚔ Archer Rush
59 1,493 9:21 — — ⚔ Scout Rush
56 1,398 9:14 21:55 — ⚔ Scout Rush
53 1,337 8:26 24:52 — ⚔ Scout Rush
49 1,228 9:35 22:31 — ⚔ Archer Rush
41 1,041 10:42 21:30 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,750 5,168 3,965 5 13,888 14,121
8,935 3,856 550 0 13,341 13,535
7,485 4,837 350 130 12,802 14,696
5,025 4,669 2,565 200 12,459 13,251
6,870 4,154 1,200 200 12,424 13,218
4,725 4,285 2,835 0 11,845 12,269
6,850 4,328 150 35 11,363 11,534
4,515 4,466 1,015 225 10,221 10,226
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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