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Arabia

510350291Analyzed
4v4 RM · 21h ago on Sep 30, 2026· 45m 47s· 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
60 2,755 9:48 20:27 35:55 ⚔ Archer Rush
43 1,956 10:46 15:36 39:55 ⛏ Fast Castle
33 1,507 9:53 19:20 32:50 ⛏ Fast Castle
28 1,289 9:47 19:21 — ⚔ FC into Archers
27 1,217 10:30 19:36 39:30 ⛏ Fast Castle
26 1,198 10:11 18:46 39:58 ⛏ Fast Castle
16 745 11:42 20:13 35:03 ⛏ Fast Castle
14 634 9:21 21:57 40:25 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
20,655 23,113 10,405 2,250 56,423 65,230
21,815 21,199 7,940 2,375 53,329 58,991
24,435 10,278 17,145 1,015 52,873 57,936
22,330 9,660 10,810 3,260 46,060 54,219
18,175 12,898 7,970 2,615 41,658 46,788
15,240 13,139 6,340 1,085 35,804 41,452
16,780 9,367 7,590 1,500 35,237 40,137
6,000 5,345 2,370 750 14,465 15,406
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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