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Arabia

515712190Analyzed
4v4 RM · 14d ago on Oct 23, 2026· 54m 51s· 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
73 3,980 10:55 15:34 40:38 ⛏ Fast Castle
68 3,724 11:14 27:21 47:29 ⚔ Archers into Scouts into Skirms
59 3,260 8:36 21:57 36:24 ⚔ Scout Rush
55 3,001 10:31 24:43 38:00 ⚔ Archer Rush
43 2,353 11:20 16:07 37:22 ⛏ Fast Castle
37 2,032 11:55 16:16 39:52 ⛏ Fast Castle
24 1,291 11:38 22:31 45:21 ⚔ Drush into Archers
19 1,050 11:47 25:55 45:53 ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
23,965 25,207 22,795 3,705 75,672 90,361
26,670 17,097 15,945 3,550 63,262 70,290
21,080 15,887 21,185 3,185 61,337 64,354
22,300 18,468 12,685 2,950 56,403 59,496
25,725 14,726 11,195 3,750 55,396 69,619
26,430 8,857 15,405 1,625 52,317 56,162
15,630 12,930 8,865 995 38,420 42,156
8,645 10,879 2,465 1,665 23,654 27,004
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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