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Arabia

510019016Analyzed
4v4 RM · 2d ago on Sep 29, 2026· 58m 48s· 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
73 4,281 8:50 23:28 43:44 ⚔ Scout Rush
64 3,738 8:32 25:38 44:18 ⚔ Archer Rush
61 3,584 9:42 24:18 48:15 ⚔ Archer Rush
54 3,194 9:19 22:00 40:03 ⚔ Scout Rush
46 2,718 9:12 24:40 39:33 ⚔ Archer Rush
39 2,317 9:45 24:38 40:28 ⚔ Archer Rush
29 1,686 9:01 25:25 41:41 ⚔ Scout Rush
24 1,383 9:35 25:49 39:08 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
44,500 21,121 23,830 2,290 91,741 93,228
33,990 14,599 24,620 2,800 76,009 93,142
17,970 24,310 15,410 1,805 59,495 63,805
27,200 14,628 15,975 600 58,403 63,743
27,285 15,202 15,010 700 58,197 59,205
16,315 21,643 15,675 2,800 56,433 59,902
12,725 15,650 8,795 2,915 40,085 44,032
8,955 14,837 8,100 300 32,192 32,279
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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