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Arena

510050683Analyzed
4v4 RM · 4d ago on Sep 29, 2026· 17m 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
🇦🇺 Cumans · Australia
1395
+15
🇺🇸 Bengalis · United States
1373
+16
🇮🇳 Celts · India
1344
+17
🇦🇺 Romans · Australia
1338
+17
🇨🇳 Danes · China
1513
-22
🇨🇳 Teutons · China
1450
-20
🇹🇼 Saxons · Taiwan
1267
-12
🇹🇼 Varangians · Taiwan
1231
-11
Player eAPM Actions Feudal Castle Imperial Opening
50 882 8:51 — — ⚔ Tower Rush
49 855 10:17 15:04 — ⛏ Fast Castle
47 825 10:13 13:59 — ⛏ Fast Castle
43 757 10:33 — — ⚔ M@A Rush
40 700 9:41 14:19 — ⛏ Fast Castle
40 709 10:04 16:47 — ⛏ Fast Castle
40 708 10:26 14:15 — ⛏ Fast Castle
30 533 9:14 — —

Resources

Player Food Wood Gold Stone Spent Collected
3,050 2,910 725 100 6,785 7,322
3,575 2,380 600 100 6,655 6,739
3,750 2,495 200 200 6,645 7,112
4,515 1,575 450 0 6,540 7,488
3,460 2,130 650 0 6,240 6,297
2,250 1,160 50 1,000 4,460 4,721
2,750 1,137 250 225 4,362 4,812
2,650 1,175 390 0 4,215 6,137
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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