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Arabia

503925547Analyzed
4v4 RM · 28d ago on Sep 3, 2026· 60m 1s· 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 3,326 10:26 28:23 58:14 ⚔ Drush into Archers
47 2,840 10:32 25:47 43:49 ⚔ Scout Rush
46 2,772 8:58 20:58 39:12 ⚔ Scout Rush
42 2,534 9:14 25:39 42:26 ⚔ Archer Rush
35 2,116 9:31 23:56 45:26 ⚔ M@A into Archers
35 2,106 9:50 23:42 — ⚔ Archers into Skirms
32 1,893 10:34 26:51 48:27 ⚔ Scout Rush
27 1,594 10:35 15:58 40:30 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
36,215 15,854 19,370 2,980 74,419 90,242
29,125 16,319 17,390 1,660 64,494 66,157
22,880 22,420 14,420 1,250 60,970 66,407
31,955 14,097 11,160 2,800 60,012 71,148
17,035 19,961 11,680 2,435 51,111 51,809
13,390 22,207 12,455 1,255 49,307 52,334
22,045 11,633 12,585 1,600 47,863 51,505
18,825 16,320 11,050 1,505 47,700 61,047
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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