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Arabia

509263499Analyzed
4v4 RM · 8d ago on Sep 26, 2026· 37m 12s· 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
🇪🇨 Chinese · Ecuador
1042
+14
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998
+16
🇨🇱 Slavs · Chile
965
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1053
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🇨🇦 Magyars · Canada
1018
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🇨🇳 Khmer · China
959
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🇨🇳 Inca · China
945
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Player eAPM Actions Feudal Castle Imperial Opening
57 2,102 10:04 20:17 — ⚔ Archer Rush
39 1,449 11:35 20:49 — ⚔ Archer Rush
35 1,297 11:31 17:23 35:40 ⛏ Fast Castle
25 938 9:58 22:31 — ⚔ Scout Rush
25 944 11:29 20:10 — ⚔ FC into Scouts
19 709 12:18 18:46 — ⚔ Skirmisher Rush
18 654 10:07 — — ⚔ Archer Rush
17 646 10:07 17:10 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
15,290 10,779 5,225 1,675 32,969 37,243
15,765 7,795 6,610 2,080 32,250 35,780
9,750 9,275 4,155 1,015 24,195 30,510
9,420 8,117 2,680 1,300 21,517 21,963
7,280 7,483 3,935 1,625 20,323 22,613
8,295 6,639 1,375 400 16,709 18,494
5,780 5,400 1,000 915 13,095 14,325
4,225 3,420 1,540 0 9,185 11,723
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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