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Arabia

507823269Analyzed
4v4 RM · 13d ago on Sep 19, 2026· 55m 7s· 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
27 1,472 12:17 19:18 39:18 ⛏ Fast Castle
25 1,386 10:04 27:05 53:13 ⚔ Champi Rush
20 1,079 13:25 31:18 46:23 ⚔ M@A into Scouts
17 914 11:22 16:26 32:48 ⛏ Fast Castle
14 759 9:58 28:09 — ⚔ Scout Rush
14 761 14:51 30:17 — ⚔ Scout Rush
14 789 10:47 21:08 33:19 ⛏ Fast Castle
11 610 13:18 25:23 51:08 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
27,920 39,665 22,360 1,870 91,815 104,150
26,280 16,860 20,470 850 64,460 75,529
16,410 23,370 15,635 3,600 59,015 78,494
14,645 10,025 8,075 1,735 34,480 43,247
17,295 11,855 3,300 1,500 33,950 39,116
12,665 7,830 3,615 2,125 26,235 37,033
12,790 5,905 3,825 1,750 24,270 30,111
11,130 6,934 3,725 1,850 23,639 27,200
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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