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Arabia

503971148Analyzed
4v4 RM · 1mo ago on Sep 3, 2026· 68m 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
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Player eAPM Actions Feudal Castle Imperial Opening
35 2,416 10:36 18:55 28:49 ⛏ Fast Castle
33 2,246 10:34 15:42 37:11 ⛏ Fast Castle
30 2,078 10:06 19:37 38:40 ⚔ FC into Archers
25 1,743 11:18 21:37 45:47 ⚔ Archer Rush
23 1,603 11:28 20:16 35:44 ⛏ Fast Castle
23 1,589 12:08 20:17 37:41 ⚔ Scout Rush
22 1,492 10:37 20:48 41:38 ⚔ Archer Rush
12 813 10:59 17:28 34:20 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
58,430 21,530 29,380 3,190 112,530 113,379
77,025 24,730 5,725 1,500 108,980 118,715
40,485 39,710 17,120 4,785 102,100 128,173
34,710 23,365 13,550 6,535 78,160 99,297
32,080 21,344 13,490 3,370 70,284 98,933
18,995 22,455 14,365 5,105 60,920 90,396
21,490 23,289 10,810 3,675 59,264 63,527
16,845 10,246 9,915 1,675 38,681 42,693
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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