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Arabia

510455282Analyzed
4v4 RM · 17h ago on Oct 1, 2026· 27m 5s· 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
55 1,500 8:55 25:24 — ⚔ Scout Rush
42 1,126 8:51 21:29 — ⚔ Scout Rush
40 1,087 8:55 — — ⚔ Archer Rush
40 1,091 8:39 21:49 — ⚔ Scout Rush
38 1,016 8:58 — — ⚔ Scout Rush
36 977 9:24 23:50 — ⚔ Archer Rush
29 795 11:41 24:24 — ⚔ Archer Rush
20 549 9:12 24:13 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
9,760 4,366 1,720 0 15,846 16,009
5,865 5,601 2,055 100 13,621 14,356
5,025 4,453 2,270 100 11,848 13,277
4,925 4,538 2,000 100 11,563 12,614
3,925 4,128 3,180 125 11,358 12,390
3,335 4,779 2,030 0 10,144 11,217
5,790 3,550 520 0 9,860 10,869
5,390 3,566 350 250 9,556 11,138
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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