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Arabia

509991643Analyzed
4v4 RM · 4d ago on Sep 28, 2026· 17m 26s· 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
52 906 9:43 — — ⚔ M@A into Skirms
52 901 10:25 — — ⚔ Scout Rush
42 726 10:49 14:33 — ⛏ Fast Castle
39 673 9:50 — — ⚔ Scout Rush
36 628 10:18 — — ⚔ Scouts into Towers
27 478 11:29 — — ⚔ Champi Rush
22 385 9:25 — — ⚔ Archer Rush
22 376 9:41 — —

Resources

Player Food Wood Gold Stone Spent Collected
4,175 2,747 50 0 6,972 7,610
3,225 1,801 1,325 375 6,726 6,561
3,200 2,432 330 0 5,962 6,587
3,025 1,450 250 650 5,375 5,541
3,340 1,800 50 0 5,190 6,080
2,495 1,584 485 0 4,564 5,291
2,480 1,903 50 0 4,433 4,920
1,600 1,393 545 35 3,573 3,984
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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