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Arabia

511854652Analyzed
4v4 RM · 14d ago on Oct 6, 2026· 68m 5s· 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
29 1,998 10:44 24:58 44:12 ⚔ Scout Rush
24 1,659 11:21 21:46 36:59 ⛏ Fast Castle
23 1,551 11:49 25:06 40:39 ⚔ Archer Rush
22 1,474 12:39 20:25 40:26 ⛏ Fast Castle
13 874 12:14 23:29 34:21 ⛏ Fast Castle
11 756 11:03 23:12 34:15 ⛏ Fast Castle
8 578 12:15 24:17 41:59 ⛏ Fast Castle
6 426 11:33 39:17 —

Resources

Player Food Wood Gold Stone Spent Collected
43,035 30,933 24,770 1,860 100,598 106,361
39,420 25,966 20,850 1,370 87,606 98,840
27,385 21,414 15,880 3,590 68,269 74,637
13,225 25,220 18,170 3,350 59,965 64,890
20,470 15,545 10,710 1,700 48,425 66,374
16,755 9,786 7,820 3,300 37,661 41,218
13,940 10,999 6,700 1,495 33,134 36,410
5,565 4,410 400 905 11,280 13,199
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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