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Arabia

510292726Analyzed
4v4 RM · 1d ago on Sep 30, 2026· 5m 35s· 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
🇨🇳 Huns · China
1640
+14
🇨🇳 Cumans · China
1631
+14
🇨🇳 Magyars · China
1619
+15
🇮🇳 Shu · India
1587
+16
🇵🇹 Teutons · Portugal
1641
-17
🇳🇱 Britons · Netherlands
1607
-15
🇺🇸 Malay · United States
1581
-14
🇫🇷 Mongols · France
1547
-13
Player eAPM Actions Feudal Castle Imperial Opening
70 393 — — —
67 377 — — —
60 335 — — —
52 293 — — —
42 237 — — —
38 211 — — —
34 192 — — —
1 5 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,200 225 0 0 1,425 1,513
850 250 0 0 1,100 1,242
950 125 0 0 1,075 1,167
800 200 50 0 1,050 953
800 150 0 0 950 1,017
550 250 50 0 850 840
600 125 0 0 725 1,002
0 0 0 0 0 0
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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