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Arabia

505699179Analyzed
4v4 RM · 23d ago on Sep 10, 2026· 23m 59s· 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
59 1,416 9:34 — — ⚔ Archer Rush
57 1,377 8:31 — — ⚔ Scout Rush
57 1,361 9:11 — — ⚔ Scout Rush
51 1,221 9:04 — — ⚔ Archer Rush
47 1,132 8:30 20:55 — ⚔ Scout Rush
40 965 10:24 16:25 — ⛏ Fast Castle
38 902 10:06 — — ⚔ Archers into Skirms
29 685 9:09 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
6,470 4,436 1,475 200 12,581 12,343
4,515 5,576 1,315 0 11,406 12,423
6,555 4,441 50 0 11,046 12,547
6,705 3,365 350 0 10,420 12,755
3,175 3,947 2,170 0 9,292 10,570
3,660 3,311 2,075 0 9,046 10,392
3,200 3,363 1,625 125 8,313 8,722
3,230 1,756 475 0 5,461 5,729
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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