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Arabia

514717698Analyzed
4v4 RM · 1d ago on Oct 18, 2026· 32m 59s· 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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vs
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1438
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1402
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1260
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Player eAPM Actions Feudal Castle Imperial Opening
86 2,840 9:47 24:50 — ⚔ M@A into Archers
64 2,122 9:31 27:12 — ⚔ Archer Rush
59 1,948 9:33 23:13 — ⚔ Scout Rush
56 1,848 9:10 24:40 — ⚔ Scout Rush
52 1,702 9:44 25:54 — ⚔ Archer Rush
51 1,697 11:09 25:33 — ⚔ Skirms into Archers
49 1,609 9:00 24:21 — ⚔ Scout Rush
34 1,131 10:22 23:58 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
13,605 5,496 6,595 100 25,796 26,104
13,170 5,634 4,570 225 23,599 24,419
7,945 8,517 3,850 200 20,512 22,268
5,325 7,305 6,560 125 19,315 21,041
6,760 6,599 3,875 850 18,084 19,329
10,055 5,150 2,545 200 17,950 18,795
9,995 3,652 3,545 0 17,192 18,293
5,345 6,370 3,865 125 15,705 17,981
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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