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Arabia

505317025Analyzed
4v4 RM · 22d ago on Sep 8, 2026· 59m 11s· 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
65 3,865 9:15 24:09 30:04 ⚔ Archers into Fast Imp
62 3,697 10:48 21:03 40:04
56 3,286 9:44 22:57 45:36 ⚔ Scout Rush
51 3,011 12:12 17:55 37:56 ⛏ Fast Castle
34 2,013 11:11 18:01 33:38 ⚔ Skirms FC
32 1,873 10:08 24:42 — ⛏ Fast Castle
30 1,776 9:29 31:01 43:23 ⚔ Scout Rush
27 1,625 9:32 24:22 39:49 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
43,760 18,066 13,135 4,235 79,196 83,993
29,840 13,204 22,455 2,350 67,849 83,320
14,275 26,618 19,325 3,560 63,778 73,729
26,695 17,562 12,490 1,050 57,797 58,015
21,620 21,797 10,260 2,440 56,117 69,368
16,260 22,996 14,675 205 54,136 63,973
16,925 18,465 1,620 3,555 40,565 41,589
14,930 8,548 7,930 2,375 33,783 36,081
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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