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Arabia

509000642Analyzed
4v4 RM · 6d ago on Sep 25, 2026· 50m 50s· 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
57 2,904 9:14 22:47 33:11 ⚔ Archer Rush
45 2,285 10:16 28:13 — ⚔ Drush into Skirms into Archers
41 2,070 10:11 26:34 — ⚔ Archer Rush
40 2,040 8:31 24:40 34:54 ⚔ Scout Rush
33 1,690 9:57 21:29 47:43 ⚔ Scouts into Archers into Skirms
32 1,610 10:15 24:50 — ⚔ Scouts into Archers
31 1,579 10:39 25:03 39:40 ⚔ Towers FC
31 1,584 9:49 22:10 46:37 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
16,585 16,698 7,850 3,675 44,808 46,910
14,850 16,390 11,120 1,600 43,960 52,275
15,905 15,376 7,835 2,400 41,516 44,822
17,765 17,018 4,150 2,065 40,998 43,935
17,355 8,848 10,470 1,075 37,748 43,992
12,580 9,384 4,925 3,875 30,764 35,323
9,590 11,259 1,850 2,395 25,094 26,106
8,620 7,670 1,860 1,000 19,150 19,474
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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