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Arabia

510420298Analyzed
4v4 RM · 22h ago on Sep 30, 2026· 36m 26s· 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
38 1,399 11:20 27:52 — ⚔ Scout Rush
34 1,226 12:57 22:23 — ⛏ Fast Castle
21 759 10:52 20:10 — ⚔ Archer Rush
15 558 10:53 23:37 28:50 ◆ FC into Fast Imp
14 494 15:28 34:58 —
14 501 13:11 26:09 —
14 526 9:47 19:15 25:13 ◆ FC into Fast Imp
9 336 12:42 31:51 — ⚔ Drush into Archers

Resources

Player Food Wood Gold Stone Spent Collected
8,200 8,327 4,650 1,975 23,152 23,657
10,525 7,940 1,425 1,050 20,940 29,846
8,110 5,640 2,970 3,815 20,535 21,772
10,065 4,673 3,170 1,650 19,558 22,385
9,020 4,935 3,010 1,225 18,190 22,025
7,440 5,636 2,095 1,585 16,756 19,713
7,520 6,700 575 320 15,115 24,550
6,065 4,360 1,415 750 12,590 15,533
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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