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Arabia

507878503Analyzed
4v4 RM · 12d ago on Sep 20, 2026· 35m 17s· 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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1053
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1038
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1036
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1032
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960
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901
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878
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872
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Player eAPM Actions Feudal Castle Imperial Opening
42 1,492 10:46 25:47 —
41 1,443 9:11 20:38 — ⚔ Scout Rush
33 1,149 9:52 25:32 — ⚔ Archers into Skirms
24 839 9:50 19:15 — ⛏ Fast Castle
23 823 14:34 21:31 34:10 ⛏ Fast Castle
20 702 11:44 20:32 —
18 640 10:58 21:20 — ⚔ Archer Rush
10 343 10:54 23:23 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
9,010 8,415 2,365 305 20,095 23,130
9,780 5,727 3,100 850 19,457 21,012
9,950 5,833 2,510 200 18,493 22,901
6,510 6,255 1,650 1,720 16,135 18,235
5,950 5,145 2,200 700 13,995 16,067
5,010 6,047 2,360 230 13,647 14,714
7,220 4,328 1,000 200 12,748 14,149
6,360 2,990 905 0 10,255 10,033
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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