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Arabia

510945574Analyzed
4v4 RM · 10h ago on Oct 3, 2026· 49m 3s· 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
65 3,171 9:02 28:10 — ⚔ Scout Rush
59 2,904 10:51 26:46 — ⚔ Scout Rush
55 2,716 8:57 28:30 40:24 ⚔ Archer Rush
41 2,006 11:01 21:35 40:46
28 1,379 10:02 22:56 36:43 ⚔ Scout Rush
28 1,378 10:10 25:46 — ⚔ Scout Rush
22 1,082 11:21 23:19 44:30
18 901 10:25 — — ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
24,500 12,512 12,730 2,295 52,037 54,835
25,370 6,871 14,160 2,350 48,751 53,703
14,310 20,838 7,305 3,210 45,663 49,431
21,115 8,717 13,395 375 43,602 45,952
18,725 8,583 10,020 1,600 38,928 46,456
14,650 11,899 6,040 875 33,464 37,652
13,575 11,613 6,095 200 31,483 32,314
2,700 1,477 275 0 4,452 5,049
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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