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Arabia

508787182Analyzed
4v4 RM · 10d ago on Sep 24, 2026· 65m 10s· 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
33 2,165 10:32 16:47 37:19 ⛏ Fast Castle
32 2,089 9:35 17:47 38:28 ⛏ Fast Castle
29 1,906 9:54 25:30 42:16 ⚔ Scout Rush
23 1,491 10:05 25:28 48:10 ⚔ Scout Rush
17 1,110 10:27 21:39 47:10 ⚔ Archer Rush
16 1,018 11:51 26:42 41:46 ⚔ Archer Rush
14 945 8:43 25:58 40:37 ⚔ Towers FC
11 733 12:53 38:14 48:45

Resources

Player Food Wood Gold Stone Spent Collected
32,250 17,976 20,285 4,930 75,441 76,985
26,720 23,098 10,715 4,100 64,633 79,792
18,110 18,825 17,940 2,425 57,300 82,503
25,155 10,900 17,095 3,450 56,600 69,022
20,580 15,355 16,700 2,720 55,355 68,470
15,890 14,280 14,115 2,300 46,585 53,450
13,205 13,364 8,685 2,250 37,504 38,640
19,150 14,230 3,395 300 37,075 43,234
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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