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Arabia

511397404Analyzed
4v4 RM · 13d ago on Oct 4, 2026· 37m 20s· 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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1356
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1329
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vs
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1432
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1337
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1140
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Player eAPM Actions Feudal Castle Imperial Opening
71 2,667 9:38 31:55 — ⚔ Scout Rush
66 2,475 9:51 26:44 — ⚔ Archer Rush
64 2,383 10:30 28:06 — ⚔ Skirmisher Rush
59 2,205 9:42 25:56 36:33 ⚔ Archer Rush
58 2,174 9:14 29:46 — ⚔ Scout Rush
54 2,019 9:18 26:13 — ⚔ Archer Rush
46 1,731 9:18 26:27 — ⚔ Scout Rush
38 1,419 11:01 26:17 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
10,100 9,583 5,805 435 25,923 27,036
8,960 10,960 4,410 1,230 25,560 28,455
15,195 7,093 2,520 200 25,008 24,739
12,185 8,591 2,185 1,255 24,216 24,641
8,375 10,331 1,280 1,215 21,201 23,525
6,130 9,074 4,425 225 19,854 22,131
9,745 6,930 2,210 850 19,735 20,786
10,875 4,682 3,520 100 19,177 20,121
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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