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Arabia

509250452Analyzed
4v4 RM · 6d ago on Sep 26, 2026· 34m 57s· 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
103 3,598 8:23 21:26 — ⚔ Archer Rush
79 2,776 8:48 24:17 — ⚔ Archer Rush
73 2,553 8:24 22:08 — ⚔ Scout Rush
71 2,480 8:42 24:38 — ⚔ Archer Rush
60 2,081 9:19 22:37 — ⚔ Archer Rush
52 1,815 9:17 21:20 — ⚔ Scout Rush
51 1,782 8:58 23:30 — ⚔ Scout Rush
44 1,547 9:38 24:23 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,675 9,812 5,675 555 24,717 27,418
6,850 8,744 5,085 2,250 22,929 24,636
11,830 5,765 4,045 1,050 22,690 22,644
6,425 8,898 5,145 200 20,668 21,076
11,140 4,011 4,245 125 19,521 20,840
9,445 4,688 2,825 225 17,183 17,285
6,200 7,018 3,290 325 16,833 18,648
4,700 5,443 3,390 0 13,533 13,885
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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