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Arabia

506703901Analyzed
4v4 RM · 16d ago on Sep 14, 2026· 36m 18s· 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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1493
+13
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1491
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1491
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1539
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🇹🇷 Ethiopians · Türkiye
1426
-14
🇹🇷 Gurjaras · Türkiye
1404
-13
🇦🇿 Magyars · Azerbaijan
1360
-11
Player eAPM Actions Feudal Castle Imperial Opening
47 1,711 8:59 21:17 — ⚔ Scout Rush
45 1,616 9:27 20:19 — ⚔ Scout Rush
43 1,569 8:28 19:53 — ⚔ Scout Rush
38 1,374 9:37 23:26 — ⚔ Archer Rush
38 1,384 9:05 22:17 — ⚔ Scout Rush
36 1,296 8:49 23:00 — ⚔ Archer Rush
27 974 8:00 20:35 —
23 822 8:45 17:14 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
15,780 8,502 6,195 200 30,677 32,718
15,205 7,276 7,160 200 29,841 32,585
13,480 7,226 6,470 300 27,476 27,832
9,665 10,980 4,425 850 25,920 28,940
10,275 6,121 2,165 1,075 19,636 20,962
6,050 3,870 1,275 2,965 14,160 15,586
4,705 5,031 1,840 975 12,551 13,466
5,330 3,955 890 200 10,375 10,483
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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