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Arabia

504395939Analyzed
4v4 RM · 27d ago on Sep 5, 2026· 48m 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
🇨🇱 Franks · Chile
1065
+15
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1008
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979
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946
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1079
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🇺🇸 Britons · United States
1046
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🇦🇷 Celts · Argentina
996
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🇺🇸 Jurchens · United States
983
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Player eAPM Actions Feudal Castle Imperial Opening
46 2,223 9:45 24:21 42:42 ⚔ Archer Rush
36 1,724 10:25 28:06 46:04 ⚔ M@A into Archers
32 1,549 9:45 20:57 33:14 ⚔ Drush FC
29 1,392 11:08 29:26 — ⚔ M@A into Archers
27 1,307 10:50 24:14 45:08
21 1,024 11:35 25:47 — ⚔ Scout Rush
20 967 10:59 24:02 43:57 ⚔ Archers into Skirms
13 616 10:34 15:15 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
23,910 8,317 14,410 2,150 48,787 55,377
13,720 11,898 4,720 1,745 32,083 34,307
12,225 9,320 8,640 950 31,135 33,394
10,600 7,425 6,405 1,035 25,465 31,644
7,845 8,631 6,025 2,335 24,836 26,530
8,955 7,145 6,470 2,050 24,620 27,914
8,275 5,505 3,140 1,780 18,700 21,312
2,250 1,125 250 0 3,625 4,566
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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