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Arabia

507327852Analyzed
4v4 RM · 15d ago on Sep 17, 2026· 34m 35s· 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
66 2,281 9:37 22:52 — ⚔ Scout Rush
42 1,451 9:46 21:43 — ⚔ Scout Rush
41 1,413 10:22 25:45 — ⚔ Archer Rush
38 1,312 9:21 22:00 — ⚔ Scout Rush
38 1,326 10:35 16:14 — ⛏ Fast Castle
36 1,251 10:40 24:28 — ⚔ Archer Rush
31 1,088 10:50 29:28 — ⛏ Fast Castle
25 858 15:08 27:26 —

Resources

Player Food Wood Gold Stone Spent Collected
12,495 9,809 3,945 1,040 27,289 28,654
13,290 7,963 3,960 100 25,313 28,051
11,785 7,961 3,395 425 23,566 25,223
9,320 6,999 3,270 300 19,889 23,595
8,680 7,974 1,645 950 19,249 22,528
7,020 6,311 2,810 780 16,921 18,328
6,175 6,217 3,435 10 15,837 19,125
3,930 3,113 620 680 8,343 9,502
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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