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Arabia

503448093Analyzed
4v4 RM · 1mo ago on Aug 31, 2026· 39m 6s· 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
90 3,528 9:28 24:08 — ⚔ Skirms into Archers
45 1,749 10:07 24:46 — ⚔ Scouts into Archers
41 1,584 8:50 23:15 35:47 ⚔ Archer Rush
36 1,394 9:21 24:05 — ⚔ Scout Rush
36 1,421 9:32 25:06 — ⚔ Archer Rush
30 1,169 9:27 21:45 34:48 ⚔ Drush FC
22 861 10:19 19:35 37:54 ⚔ FC into Scouts
20 764 11:46 28:35 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
13,330 6,182 7,050 245 26,807 29,897
13,365 5,350 5,495 1,300 25,510 28,477
10,030 9,846 5,005 200 25,081 27,970
7,760 9,667 3,965 1,500 22,892 23,865
8,400 7,221 5,685 945 22,251 23,301
6,520 8,908 6,530 100 22,058 24,575
12,055 6,662 1,605 1,705 22,027 24,024
8,890 6,315 1,650 975 17,830 18,577
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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