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Arabia

507092065Analyzed
4v4 RM · 16d ago on Sep 16, 2026· 15m 47s· 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
🇪🇸 Lithuanians · Spain
1591
+13
🇻🇳 Magyars · Vietnam
1588
+13
🇹🇼 Britons · Taiwan
1527
+15
🇻🇳 Mongols · Vietnam
1523
+16
🇦🇷 Magyars · Argentina
1591
-17
🇩🇪 Britons · Germany
1516
-14
🇨🇳 Vietnamese · China
1483
-13
🇭🇰 Persians · Hong Kong SAR China
1481
-13
Player eAPM Actions Feudal Castle Imperial Opening
61 961 8:25 — — ⚔ Scout Rush
60 944 8:57 — — ⚔ Archer Rush
59 929 9:46 — — ⚔ Archer Rush
58 910 9:45 — — ⚔ Archer Rush
56 891 9:21 — — ⚔ Scout Rush
55 864 8:42 — — ⚔ Scout Rush
51 803 8:58 — — ⚔ Archer Rush
37 578 9:12 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
2,820 2,823 2,165 125 7,933 7,903
2,850 2,320 1,225 0 6,395 6,330
2,400 2,353 1,135 0 5,888 6,140
3,585 2,230 50 0 5,865 5,913
3,055 2,126 50 0 5,231 5,245
3,130 1,852 50 0 5,032 5,535
2,900 1,980 50 0 4,930 5,014
1,850 1,972 550 0 4,372 4,706
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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