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Arabia

514353199Analyzed
4v4 RM · 2d ago on Oct 17, 2026· 15m 28s· 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
🇧🇷 Ethiopians · Brazil
1395
+15
🇧🇷 Franks · Brazil
1390
+15
🇨🇳 Lithuanians · China
1356
+16
🇪🇸 Persians · Spain
1298
+18
vs
🇲🇽 Maya · Mexico
1393
-17
🇩🇪 Magyars · Germany
1384
-17
🇨🇴 Chinese · Colombia
1346
-15
🇬🇧 Slavs · United Kingdom
1337
-15
Player eAPM Actions Feudal Castle Imperial Opening
70 1,083 8:51 — — ⚔ Scout Rush
63 968 8:35 — — ⚔ Archer Rush
58 890 10:37 — — ⚔ Archer Rush
49 765 9:34 — — ⚔ Archer Rush
48 742 9:09 — — ⚔ Scout Rush
46 712 10:12 — — ⚔ Scout Rush
43 663 11:57 — — ⚔ Archer Rush
35 549 9:41 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
2,270 2,961 1,090 0 6,321 6,376
3,795 1,679 50 0 5,524 5,939
3,160 2,075 0 0 5,235 5,562
2,875 2,254 50 0 5,179 5,517
2,370 1,739 635 125 4,869 5,188
2,830 1,810 50 0 4,690 5,079
2,660 1,368 230 95 4,353 5,009
2,100 1,985 230 0 4,315 4,902
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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