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Arabia

508581265Analyzed
4v4 RM · 8d ago on Sep 23, 2026· 39m 42s· 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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1234
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1204
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1164
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1125
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1129
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🇦🇷 Franks · Argentina
1024
-9
Player eAPM Actions Feudal Castle Imperial Opening
71 2,835 11:32 23:25 — ⚔ Scout Rush
70 2,775 9:55 24:50 — ⚔ Archer Rush
46 1,821 9:32 33:11 — ⚔ Scouts into Skirms
41 1,640 8:59 24:08 — ⚔ Archer Rush
36 1,433 11:26 25:28 — ⚔ Archer Rush
23 894 12:05 22:05 — ⚔ Scout Rush
21 845 11:49 16:35 — ⛏ Fast Castle
19 754 10:21 20:40 — ⚔ FC into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
8,150 9,031 6,050 2,195 25,426 27,340
10,555 10,295 2,035 1,715 24,600 33,341
7,975 10,037 4,600 795 23,407 23,545
11,240 5,244 5,680 750 22,914 23,731
10,640 5,361 6,320 300 22,621 24,112
6,660 8,062 3,090 650 18,462 21,522
8,015 6,483 3,265 0 17,763 18,716
4,475 5,904 2,930 200 13,509 13,939
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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