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Arabia

505077147Analyzed
4v4 RM · 26d ago on Sep 7, 2026· 19m 51s· 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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1567
+12
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1523
+13
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1446
+17
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1414
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🇮🇱 Ethiopians · Israel
1472
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🇪🇸 Koreans · Spain
1468
-15
🇨🇳 Magyars · China
1456
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🇩🇪 Hindustanis · Germany
1454
-15
Player eAPM Actions Feudal Castle Imperial Opening
47 934 9:18 — — ⚔ Scout Rush
42 829 9:21 — — ⚔ Archer Rush
40 794 9:04 — — ⚔ Scout Rush
36 717 10:14 15:45 — ⛏ Fast Castle
35 697 9:47 — — ⚔ Archers into Skirms
35 699 9:09 — — ⚔ Scout Rush
32 632 9:34 — — ⚔ Archer Rush
26 509 9:41 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
3,485 3,781 2,080 0 9,346 9,749
5,805 2,847 350 0 9,002 9,986
5,195 2,836 250 0 8,281 8,636
2,675 2,855 1,760 245 7,535 7,948
2,650 3,068 1,405 250 7,373 7,684
4,160 2,176 700 0 7,036 7,922
2,690 3,117 1,180 0 6,987 7,508
3,595 2,544 50 0 6,189 7,395
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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