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Arabia

510461271Analyzed
4v4 RM · 2d ago on Oct 1, 2026· 40m 29s· 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
68 2,745 8:56 22:44 — ⚔ Scout Rush
57 2,301 9:19 21:06 — ⚔ Scout Rush
49 1,971 8:46 22:50 37:06 ⚔ Archer Rush
48 1,958 9:20 19:55 35:09 ⚔ Archer Rush
46 1,868 9:04 24:24 — ⚔ Scout Rush
43 1,730 12:12 19:41 — ⛏ Fast Castle
41 1,667 9:56 22:36 — ⚔ Archer Rush
24 967 9:28 18:05 33:25 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
18,130 11,237 7,895 345 37,607 38,017
14,005 13,704 6,390 750 34,849 37,429
13,430 7,447 8,010 855 29,742 34,085
11,275 10,217 7,230 955 29,677 32,734
10,400 11,363 4,955 1,060 27,778 28,687
13,910 7,791 3,350 400 25,451 27,671
7,535 6,343 4,520 850 19,248 21,714
7,500 7,542 3,040 1,010 19,092 21,925
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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