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← ERA AI

Arabia

504719079Analyzed
4v4 RM · 25d ago on Sep 6, 2026· 78m 56s· 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
🇨🇳 Persians · China
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982
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981
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🇳🇱 Britons · Netherlands
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🇳🇱 Franks · Netherlands
994
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Player eAPM Actions Feudal Castle Imperial Opening
35 2,734 13:52 27:15 38:48 ⛏ Fast Castle
30 2,384 10:22 16:23 42:12 ⛏ Fast Castle
30 2,392 12:12 26:24 71:33 ⚔ Archer Rush
26 2,062 10:12 20:24 35:34 ⚔ Scout Rush
25 1,971 10:59 17:40 37:15 ⛏ Fast Castle
21 1,665 11:11 19:03 37:29 ⛏ Fast Castle
19 1,522 13:56 19:30 40:22 ⛏ Fast Castle
15 1,188 12:47 17:55 42:06 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
35,630 61,661 28,685 2,770 128,746 137,324
57,245 20,739 41,710 3,455 123,149 140,347
55,140 35,130 24,510 2,730 117,510 128,208
53,440 38,657 19,900 3,000 114,997 125,791
38,335 20,030 26,545 2,910 87,820 100,926
35,900 25,525 18,890 4,620 84,935 95,344
32,160 26,448 10,265 1,920 70,793 75,628
28,450 16,213 15,760 4,455 64,878 71,679
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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