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Arabia

510617325Analyzed
4v4 RM · 5h ago on Oct 1, 2026· 26m 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
🇧🇷 Mongols · Brazil
1120
+15
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1091
+16
🇲🇽 Sicilians · Mexico
1061
+17
🇩🇪 Magyars · Germany
1054
+17
🇹🇷 Mongols · Türkiye
1141
-19
🇹🇼 Franks · Taiwan
1139
-18
🇬🇧 Goths · United Kingdom
1042
-14
🇹🇷 Huns · Türkiye
1034
-14
Player eAPM Actions Feudal Castle Imperial Opening
52 1,408 9:26 20:35 — ⚔ Scout Rush
32 868 10:40 15:30 — ⛏ Fast Castle
31 847 11:41 17:26 — ⛏ Fast Castle
27 725 10:32 15:41 — ⛏ Fast Castle
26 703 10:27 20:06 — ⚔ Scout Rush
24 645 9:45 21:29 —
23 614 10:07 — — ⚔ Tower Rush
20 539 11:24 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,365 6,509 1,370 200 15,444 16,131
7,215 3,886 2,195 200 13,496 14,312
7,550 4,390 1,415 0 13,355 14,017
6,600 4,272 1,520 200 12,592 12,780
3,615 3,194 150 1,305 8,264 8,114
3,595 4,098 415 20 8,128 9,700
3,755 2,942 950 0 7,647 8,233
3,240 2,320 385 125 6,070 6,014
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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