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Arabia

510734347Analyzed
4v4 RM · 20h ago on Oct 2, 2026· 22m 25s· 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
🇪🇸 Khmer · Spain
1392
+14
🇦🇺 Muisca · Australia
1359
+16
🇷🇺 Ethiopians · Russia
1345
+16
🇷🇺 Magyars · Russia
1236
+20
🇨🇳 Berbers · China
1383
-18
🇹🇷 Mongols · Türkiye
1343
-16
🇨🇳 Italians · China
1335
-16
🇨🇳 Britons · China
1331
-16
Player eAPM Actions Feudal Castle Imperial Opening
44 997 9:19 21:01 — ⚔ Archer Rush
42 931 9:04 22:04 — ⚔ Scout Rush
37 827 11:12 16:02 — ⛏ Fast Castle
37 839 11:12 14:52 — ⛏ Fast Castle
36 818 9:06 — — ⚔ Archer Rush
35 795 9:25 — — ⚔ Scout Rush
31 704 11:11 — — ⚔ Scout Rush
27 605 8:39 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
6,315 4,285 630 100 11,330 11,858
4,550 4,164 1,940 100 10,754 10,702
4,675 4,070 1,835 125 10,705 10,937
3,725 3,819 2,010 125 9,679 10,867
4,395 3,450 150 0 7,995 9,701
4,780 3,045 100 0 7,925 9,706
3,925 1,671 475 650 6,721 6,581
2,050 1,917 320 125 4,412 5,149
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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