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Arabia

504362309Analyzed
4v4 RM · 26d ago on Sep 5, 2026· 28m 52s· 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
65 1,867 9:20 21:35 — ⚔ Scout Rush
45 1,288 9:45 25:07 — ⚔ Archer Rush
43 1,235 11:17 — — ⚔ Scout Rush
41 1,186 10:48 22:49 — ⚔ Archer Rush
28 800 10:59 14:50 — ⛏ Fast Castle
28 816 10:53 — — ⚔ Archer Rush
23 674 10:35 23:23 — ⚔ Scout Rush
21 611 10:28 22:10 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,835 5,693 3,400 200 18,128 18,995
8,200 6,388 2,825 200 17,613 17,687
8,245 6,811 440 315 15,811 19,360
5,470 5,235 3,195 100 14,000 15,428
6,720 4,610 2,250 125 13,705 14,311
4,515 5,052 2,730 200 12,497 14,633
3,050 4,074 2,710 0 9,834 11,593
5,615 3,340 50 0 9,005 10,691
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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