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Arabia

503591719Analyzed
4v4 RM · 1mo ago on Sep 1, 2026· 24m 51s· 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
🇨🇳 Italians · China
1593
+9
🇨🇳 Magyars · China
1566
+10
🇯🇵 Poles · Japan
1513
+13
🇨🇳 Ethiopians · China
1459
+15
🇭🇰 Inca · Hong Kong SAR China
1471
-13
🇻🇳 Ethiopians · Vietnam
1455
-13
🇮🇳 Georgians · India
1451
-12
🇻🇳 Hindustanis · Vietnam
1389
-10
Player eAPM Actions Feudal Castle Imperial Opening
56 1,396 8:47 — — ⚔ Archer Rush
54 1,351 8:55 23:29 — ⚔ Scout Rush
47 1,176 9:42 23:47 — ⚔ Scout Rush
40 985 9:47 — — ⚔ Archer Rush
40 1,002 10:35 23:10 — ⚔ Scout Rush
40 998 8:38 22:40 — ⚔ Archer Rush
33 831 8:59 — — ⚔ Scout Rush
28 693 9:03 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,530 5,246 670 55 13,501 14,424
4,425 4,307 2,405 100 11,237 11,744
4,500 4,432 2,280 0 11,212 11,676
6,220 3,772 775 100 10,867 11,561
5,790 4,555 150 95 10,590 11,674
4,650 2,808 430 125 8,013 9,679
3,245 3,128 1,000 275 7,648 8,677
3,000 2,985 1,360 125 7,470 8,500
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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