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Arabia

508709292Analyzed
4v4 RM · 9d ago on Sep 23, 2026· 36m 25s· 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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1245
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1230
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1187
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🇵🇱 Mongols · Poland
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Player eAPM Actions Feudal Castle Imperial Opening
60 2,193 10:55 24:57 — ⚔ Archer Rush
44 1,593 9:34 22:20 — ⚔ Scout Rush
38 1,375 11:30 19:49 — ⚔ Archers into Skirms
35 1,270 9:23 20:35 — ⚔ Scout Rush
34 1,233 9:06 25:50 34:33 ⚔ Archer Rush
33 1,208 9:47 25:45 — ⚔ Scout Rush
29 1,057 9:43 — — ⚔ Skirmisher Rush
26 962 9:58 23:07 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
13,740 7,908 7,925 300 29,873 31,745
11,805 9,342 5,720 1,855 28,722 29,960
13,635 7,595 5,550 850 27,630 30,829
9,025 10,303 6,215 1,605 27,148 28,295
12,735 5,364 5,400 1,600 25,099 25,790
9,470 8,488 4,050 300 22,308 24,133
7,870 5,930 2,135 740 16,675 18,028
4,665 4,660 100 250 9,675 10,027
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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