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Arabia

504345793Analyzed
4v4 RM · 29d ago on Sep 5, 2026· 32m 30s· 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
40 1,307 9:21 28:22 — ⚔ Archer Rush
39 1,276 10:51 17:16 — ⛏ Fast Castle
36 1,183 11:52 15:37 — ⚔ FC into Archers
33 1,085 9:57 22:46 — ⚔ Scout Rush
26 856 10:19 24:24 — ⚔ Scout Rush
25 818 11:38 16:26 — ⛏ Fast Castle
25 818 9:11 20:18 — ⚔ Scout Rush
24 794 10:42 18:42 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
10,460 8,052 2,600 100 21,212 23,157
7,870 4,690 2,650 1,280 16,490 18,264
7,300 6,438 1,300 300 15,338 15,381
6,550 4,928 1,470 1,405 14,353 15,780
4,850 6,165 2,750 200 13,965 14,876
5,360 5,002 2,490 650 13,502 15,344
7,675 4,521 700 460 13,356 15,423
7,105 4,975 640 100 12,820 15,142
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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