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Arabia

511477238Analyzed
4v4 RM · 8d ago on Oct 5, 2026· 19m 13s· 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
🇹🇼 Wu · Taiwan
1323
+11
🇺🇸 Mongols · United States
1296
+13
🇭🇰 Britons · Hong Kong SAR China
1285
+13
1161
+18
vs
🇨🇳 Magyars · China
1222
-14
🇨🇳 Japanese · China
1222
-14
🇨🇳 Ethiopians · China
1222
-14
🇨🇳 Teutons · China
1199
-13
Player eAPM Actions Feudal Castle Imperial Opening
93 1,787 8:44 — — ⚔ Archer Rush
52 993 10:50 — — ⚔ Skirmisher Rush
44 842 10:21 — — ⚔ M@A into Archers
41 790 10:25 — — ⚔ Scout Rush
40 761 9:05 — — ⚔ Scout Rush
36 692 8:37 — — ⚔ Archer Rush
28 547 11:16 15:11 — ⛏ Fast Castle
21 409 10:45 18:59 —

Resources

Player Food Wood Gold Stone Spent Collected
4,285 2,634 350 0 7,269 8,420
4,085 2,550 430 100 7,165 7,030
3,000 3,112 910 0 7,022 7,912
3,405 2,293 50 40 5,788 7,851
2,680 2,875 50 0 5,605 6,635
2,510 2,363 365 205 5,443 5,380
3,250 1,842 250 15 5,357 7,403
2,350 2,082 460 125 5,017 5,729
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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