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Arabia

511093940Analyzed
4v4 RM · 5h ago on Oct 3, 2026· 69m 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
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Player eAPM Actions Feudal Castle Imperial Opening
38 2,610 12:51 17:17 39:14 ⛏ Fast Castle
21 1,455 11:20 18:11 38:08 ⛏ Fast Castle
20 1,406 11:20 17:09 33:35 ⛏ Fast Castle
17 1,206 12:13 16:33 34:18 ⛏ Fast Castle
15 1,059 11:52 16:36 32:20 ⛏ Fast Castle
13 873 11:48 16:00 38:33 ⛏ Fast Castle
11 781 13:03 20:09 32:12 ⛏ Fast Castle
11 758 11:00 23:16 37:57

Resources

Player Food Wood Gold Stone Spent Collected
36,845 32,425 19,585 7,335 96,190 103,120
50,090 17,809 20,980 3,580 92,459 94,745
39,610 27,920 13,135 2,820 83,485 84,031
22,625 30,782 26,030 2,620 82,057 90,760
34,795 21,125 20,640 3,300 79,860 111,909
35,215 14,280 22,285 965 72,745 78,904
24,365 25,488 4,255 2,060 56,168 62,871
17,225 6,619 9,370 1,805 35,019 45,206
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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