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Arabia

508215028Analyzed
4v4 RM · 11d ago on Sep 21, 2026· 48m 46s· 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
35 1,713 12:09 22:03 40:49 ⛏ Fast Castle
29 1,395 12:11 17:57 30:22 ⛏ Fast Castle
27 1,315 10:46 18:10 41:22 ⛏ Fast Castle
25 1,218 11:48 21:35 34:31 ⛏ Fast Castle
23 1,128 10:11 21:26 34:57 ⚔ Scout Rush
23 1,121 11:10 19:30 46:57
14 682 11:56 21:06 27:26 ⛏ Fast Castle
3 164 39:57 — —

Resources

Player Food Wood Gold Stone Spent Collected
24,435 12,090 18,285 3,295 58,105 65,340
16,450 17,720 14,200 4,090 52,460 62,364
15,895 23,345 6,645 1,975 47,860 48,214
12,100 18,615 11,025 1,855 43,595 60,919
14,385 9,660 6,140 2,430 32,615 33,837
10,400 9,990 7,385 2,150 29,925 43,464
10,315 9,234 4,230 1,650 25,429 27,096
2,585 2,208 50 0 4,843 5,772
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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