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Arabia

503219366Analyzed
4v4 RM · 1mo ago on Aug 30, 2026· 49m 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
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Player eAPM Actions Feudal Castle Imperial Opening
56 2,789 9:14 22:29 35:34 ⚔ Archer Rush
52 2,613 9:24 19:25 35:59 ⚔ Scout Rush
51 2,560 8:40 22:57 37:09 ⚔ Archer Rush
50 2,505 8:44 19:42 41:14 ⚔ Scout Rush
45 2,258 9:50 22:26 35:45 ⚔ Archers into Skirms
37 1,867 10:19 22:31 — ⚔ Scout Rush
27 1,371 10:32 14:55 43:48 ⛏ Fast Castle
22 1,114 9:28 25:36 48:14 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
26,915 13,157 16,795 1,700 58,567 64,347
19,655 21,306 12,205 3,855 57,021 61,682
19,065 16,420 11,190 2,580 49,255 52,319
13,365 17,251 10,250 1,300 42,166 47,562
17,855 9,760 8,485 1,700 37,800 37,910
10,985 14,589 5,785 1,285 32,644 34,769
12,110 11,536 7,025 1,700 32,371 34,723
10,280 11,034 1,175 1,355 23,844 27,676
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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