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Arabia

511384776Analyzed
4v4 RM · 16d ago on Oct 4, 2026· 46m 42s· 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
50 2,315 10:02 23:02 42:31 ⚔ Archers into Skirms
34 1,579 10:33 20:12 46:25 ⛏ Fast Castle
29 1,365 11:19 18:11 — ⛏ Fast Castle
28 1,313 13:02 17:31 34:21 ⛏ Fast Castle
22 1,031 9:52 20:37 35:15 ⛏ Fast Castle
21 995 11:17 20:23 38:30 ⛏ Fast Castle
17 802 12:20 29:31 —
11 512 11:21 22:55 42:39 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
22,765 16,140 9,815 900 49,620 53,004
20,085 14,510 10,270 2,495 47,360 63,722
22,560 8,462 10,295 2,485 43,802 46,575
12,850 18,711 7,390 2,480 41,431 59,075
17,725 10,400 10,765 300 39,190 49,812
14,685 12,935 8,990 865 37,475 40,997
17,645 11,580 5,500 1,315 36,040 41,542
5,385 5,435 390 895 12,105 17,391
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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