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Arabia

510801219Analyzed
4v4 RM · 11h ago on Oct 2, 2026· 14m 23s· 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
🇬🇧 Saracens · United Kingdom
1328
+14
🇮🇳 Khmer · India
1233
+18
🇳🇴 Italians · Norway
1169
+21
🇳🇱 Franks · Netherlands
1085
+25
🇨🇳 Tatars · China
1322
-21
🇨🇳 Burgundians · China
1276
-19
🇩🇪 Britons · Germany
1262
-19
🇨🇳 Magyars · China
1259
-19
Player eAPM Actions Feudal Castle Imperial Opening
47 673 9:03 — — ⚔ Archer Rush
38 540 8:47 — — ⚔ Archer Rush
34 486 8:45 — — ⚔ Archer Rush
32 461 9:48 — — ⚔ Archer Rush
31 453 8:55 — — ⚔ Scout Rush
29 424 9:19 — — ⚔ Scout Rush
29 418 9:29 — — ⚔ Scout Rush
25 365 9:43 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
2,550 1,585 635 0 4,770 5,368
2,350 1,675 685 0 4,710 4,758
2,385 1,780 370 0 4,535 4,786
2,200 1,677 590 30 4,497 4,516
2,790 1,519 50 0 4,359 4,776
2,585 1,641 50 0 4,276 4,461
2,630 1,569 50 0 4,249 4,422
2,510 1,313 50 0 3,873 4,186
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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