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Arabia

509558713Analyzed
4v4 RM · 5d ago on Sep 27, 2026· 57m 56s· 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
39 2,274 11:22 17:19 37:51 ⛏ Fast Castle
35 2,056 15:21 29:21 — ⚔ M@A Rush
31 1,803 10:31 18:09 36:20 ⛏ Fast Castle
28 1,646 12:11 16:28 38:46 ⛏ Fast Castle
21 1,189 13:10 19:06 32:24 ⛏ Fast Castle
15 888 12:00 22:27 44:07
11 661 12:43 23:49 36:41 ⚔ Drush FC
10 576 10:32 26:47 38:50 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
33,445 14,930 17,780 2,150 68,305 85,209
27,285 15,990 15,925 4,320 63,520 89,029
30,205 13,610 12,470 3,140 59,425 64,424
23,075 17,875 13,835 3,280 58,065 72,224
22,625 12,817 8,890 3,250 47,582 49,771
13,180 12,030 8,475 4,040 37,725 60,233
10,765 7,948 3,675 1,480 23,868 43,030
7,190 4,531 1,415 800 13,936 15,604
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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