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Arabia

507177923Analyzed
4v4 RM · 14d ago on Sep 17, 2026· 34m 13s· 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
63 2,165 9:41 23:04 — ⚔ Archer Rush
57 1,957 9:12 23:28 — ⚔ Scout Rush
57 1,952 9:23 23:50 — ⚔ Archer Rush
49 1,686 9:41 17:08 — ⛏ Fast Castle
42 1,427 9:15 24:40 — ⚔ M@A into Archers
41 1,416 10:42 26:34 — ⚔ Archers into Skirms
34 1,163 10:15 20:45 — ⚔ Scout Rush
32 1,098 9:21 20:30 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
12,400 5,077 5,675 200 23,352 24,757
10,665 7,190 3,490 300 21,645 22,852
6,700 9,143 3,780 950 20,573 23,548
7,000 8,009 4,520 355 19,884 22,862
6,940 7,376 3,580 335 18,231 20,923
8,045 7,544 1,495 850 17,934 19,332
8,375 4,317 3,970 100 16,762 17,299
6,000 6,357 3,850 255 16,462 18,141
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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