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Arabia

507234726Analyzed
4v4 RM · 15d ago on Sep 17, 2026· 45m 32s· 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
44 2,024 9:39 24:20 40:42 ⚔ Skirms into Archers
38 1,753 11:16 20:23 43:24 ⛏ Fast Castle
26 1,195 11:58 16:18 37:19 ⛏ Fast Castle
24 1,089 9:46 20:53 36:54 ⚔ Scout Rush
23 1,041 11:04 22:05 — ⚔ Scout Rush
20 930 14:19 20:21 44:06 ⛏ Fast Castle
17 791 11:52 16:15 38:51 ⛏ Fast Castle
15 675 10:43 17:31 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
24,705 14,835 9,550 2,900 51,990 54,408
18,725 9,346 10,795 1,430 40,296 43,052
16,650 8,067 10,715 4,330 39,762 44,008
13,765 14,520 8,620 2,150 39,055 40,112
19,220 13,772 4,200 850 38,042 45,330
12,650 12,245 7,400 1,800 34,095 44,468
7,510 15,035 4,275 2,390 29,210 34,940
8,370 10,952 4,255 605 24,182 26,640
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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