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Arabia

504136411Analyzed
4v4 RM · 1mo ago on Sep 4, 2026· 54m 58s· 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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1259
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1250
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1248
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Player eAPM Actions Feudal Castle Imperial Opening
68 3,750 9:05 22:09 42:27 ⚔ Scout Rush
51 2,804 9:09 25:07 40:58 ⚔ Archer Rush
51 2,794 8:54 23:09 39:10 ⚔ Archer Rush
47 2,597 9:34 26:56 — ⚔ Archers into Towers
45 2,499 8:55 20:33 38:01 ⚔ Scout Rush
40 2,223 9:18 25:12 45:43 ⚔ Scout Rush
39 2,139 9:20 20:37 43:38 ⚔ Scout Rush
34 1,850 9:26 27:10 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
43,750 18,941 12,695 2,280 77,666 80,484
27,855 13,011 15,090 3,550 59,506 62,917
16,375 21,503 16,255 3,450 57,583 66,464
19,280 15,067 11,815 2,500 48,662 52,131
26,255 9,380 12,695 300 48,630 51,014
22,560 12,054 7,075 1,600 43,289 51,115
7,700 13,403 6,515 1,300 28,918 31,756
6,830 11,461 4,200 300 22,791 23,944
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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