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Arabia

511073422Analyzed
4v4 RM · 3h ago on Oct 3, 2026· 46m 14s· 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
32 1,491 9:19 20:01 41:13 ⚔ Scout Rush
31 1,445 10:10 20:34 — ⛏ Fast Castle
29 1,323 12:20 21:10 45:54 ⚔ M@A FC into Archers into Skirms
28 1,305 11:09 15:28 41:59 ⛏ Fast Castle
28 1,314 9:16 23:39 — ⚔ Archer Rush
27 1,241 10:39 27:24 38:44 ⚔ Tower Rush
17 776 9:59 21:23 41:03 ⚔ Archer Rush
16 718 10:45 17:58 34:45 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
20,945 6,520 11,065 1,500 40,030 50,623
17,305 9,403 8,860 850 36,418 38,865
16,300 9,609 8,275 1,595 35,779 43,648
15,265 10,190 4,200 3,390 33,045 34,581
12,515 10,528 7,825 1,200 32,068 35,602
10,145 12,267 5,580 1,930 29,922 33,318
10,820 5,115 4,570 1,770 22,275 27,338
7,100 7,219 1,930 975 17,224 19,647
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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