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Arabia

510678877Analyzed
4v4 RM · 2d ago on Oct 2, 2026· 79m 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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Player eAPM Actions Feudal Castle Imperial Opening
55 4,419 10:07 28:21 32:56 ⚔ Archers into Fast Imp
36 2,884 11:57 18:03 34:36 ⛏ Fast Castle
34 2,730 11:48 16:13 36:19 ⛏ Fast Castle
32 2,577 9:51 26:56 42:34 ⚔ Archer Rush
29 2,336 11:17 17:30 36:50 ⛏ Fast Castle
27 2,150 8:48 24:22 44:43
22 1,740 11:36 23:18 39:29
21 1,689 10:07 24:44 51:08 ⚔ Towers FC

Resources

Player Food Wood Gold Stone Spent Collected
56,970 18,335 26,325 1,600 103,230 114,658
36,490 28,255 19,245 2,865 86,855 107,113
26,535 33,790 17,990 2,660 80,975 89,250
31,215 27,550 17,615 3,060 79,440 86,941
41,165 14,435 19,270 2,250 77,120 85,558
31,545 14,180 18,230 4,775 68,730 77,960
28,285 12,751 17,760 3,650 62,446 90,262
18,525 25,517 12,350 3,715 60,107 67,450
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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